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		<id>https://raymanpc.com/wiki/script-en/index.php?title=Category:Speedrunning&amp;diff=66253</id>
		<title>Category:Speedrunning</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=Category:Speedrunning&amp;diff=66253"/>
		<updated>2017-11-17T04:34:43Z</updated>

		<summary type="html">&lt;p&gt;Technology4617: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rewrite-expand}}&lt;br /&gt;
&lt;br /&gt;
For those wishing to speedrun or TAS games in the [[Rayman (series)|&#039;&#039;Rayman&#039;&#039; franchise]], this page features a collection of the known tricks and glitches in each game, as well as tips to help speedrunners get through the game faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;[[Rayman 1|Rayman]]&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
===General Tips===&lt;br /&gt;
&lt;br /&gt;
* The American PlayStation release is the standard for speedrunning, and is the most well-documented.&lt;br /&gt;
&lt;br /&gt;
* If the player holds down a given button, Rayman will perform the corresponding action as soon as possible. For instance, if the player does not have the helicopter ability, holding down X will cause them to jump the first frame they touch a vine.&lt;br /&gt;
&lt;br /&gt;
* Jump-punching is approximately twice as powerful as a regular punch; it breaks cages and kills most enemies in one hit.&lt;br /&gt;
&lt;br /&gt;
* Getting a bigger tether off of a Ring allows the player to move farther and higher than would otherwise be possible.&lt;br /&gt;
&lt;br /&gt;
* If the player changes direction before they are hit by a non-moving object, they can change the direction they are boosted.&lt;br /&gt;
&lt;br /&gt;
* Jumping quickly to the left and right on vines allows the player to get up them more quickly than if they were to simply climb.&lt;br /&gt;
&lt;br /&gt;
* It is often advisable to commit suicide.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Important Glitches ===&lt;br /&gt;
Rayman&#039;s midair momentum is programmed very strangely. Generally, Rayman&#039;s speed is stored in memory until it is reset by the game. This design quirk can be utilized by the player in a couple of ways:&lt;br /&gt;
&lt;br /&gt;
====Froot Loop Boosting====&lt;br /&gt;
While on a Ring, Rayman&#039;s speed, as interpreted by the game, is exponentially higher than his standard walking or running speed. Ordinarily, the player is limited to the latter when jumping off of a Ring, at best.&lt;br /&gt;
&lt;br /&gt;
However, if the player holds up or down, instead of left or right, the game will not reset Rayman&#039;s speed. As a result, if the player opts to hold up or down, instead of left or right, Rayman will happily rocket across the level.&lt;br /&gt;
&lt;br /&gt;
This comes in especially handy in Bongo Hills; it allows the player to easily break the infamous &amp;quot;helicopter&amp;quot; cage on the fifth screen without revisiting the level, saving around three minutes of time.&lt;br /&gt;
&lt;br /&gt;
====Speed Storage====&lt;br /&gt;
Rayman&#039;s &amp;quot;ground&amp;quot; and &amp;quot;midair&amp;quot; speed values are actually completely separate from one another. Rayman&#039;s &amp;quot;midair&amp;quot; speed is reset only if his subsequent midair movement exceeds 2px/frame, Rayman&#039;s standard walking speed.&lt;br /&gt;
&lt;br /&gt;
As such, if the player slows to a walk before jumping, they will not overwrite this &amp;quot;midair speed&amp;quot; value. This allows speedrunners to, effectively, &amp;quot;store&amp;quot; the large amounts of speed they can get from slippery platforms and Rings.&lt;br /&gt;
&lt;br /&gt;
If the player runs or leaps off the edge of a sprite platform (such as a plum or cloud), the game will immediately switch to the &amp;quot;midair speed&amp;quot; value, causing Rayman to move at the &amp;quot;stored&amp;quot; speed.&lt;br /&gt;
&lt;br /&gt;
One particularly noteworthy example of this is &amp;quot;Plum Skip Skip&amp;quot; (so named because it replaces a notorious trick present in earlier speedruns), which uses the momentum gained in Mr. Sax&#039;s Hullabaloo to get over to a vine in Moskito&#039;s Nest that would otherwise be impossible to reach.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[https://www.youtube.com/playlist?list=PL7MU56BZ114jus4GG3oat0iH6Iq93ayRO Video Tutorial]===&lt;br /&gt;
An in-depth video tutorial done by the speedrunner Shoteru. It is fairly comprehensive and covers most of the current strategies, despite being somewhat outdated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;[[Rayman Revolution]]&#039;&#039;==&lt;br /&gt;
The Japanese release of &#039;&#039;[[Rayman Revolution]]&#039;&#039; is the best suited to speedrunning. Japanese best -ese, always brings the faster text so you can get whirl rekky. However, the tricks listed below are valid for all versions.&lt;br /&gt;
&lt;br /&gt;
=== Any % ===&lt;br /&gt;
&lt;br /&gt;
==== General ====&lt;br /&gt;
Note that most of the general tricks from &#039;&#039;[[Rayman 2]]&#039;&#039; also work in &#039;&#039;[[Rayman Revolution]]&#039;&#039; as well. These are however, tricks that are exclusive to &#039;&#039;[[Rayman Revolution]]&#039;&#039;.&lt;br /&gt;
*By moving Rayman sideways in any direction, while moving the camera so that Rayman is moving to the side, his movement speed can be doubled.&lt;br /&gt;
*By having Rayman shoot, right before landing in a body of water, the player can have the animation skipped.&lt;br /&gt;
*By jumping diagonally in a wall jump, the player can save a few seconds.&lt;br /&gt;
&lt;br /&gt;
==== [[The Woods of Light]] ====&lt;br /&gt;
For the jail-escape part it&#039;s a lot faster jumping while sliding down. Once the next part is entered, there is a way to skip the [[Murfy]] dialogue after the first cage has been broken. To do so, the player must land on the rocks behind the cage, once it has been hit twice, and then quickly jump up again. The next trick will allow the player to skip the cutscene with the [[baby Globox]]es. To do so, the player must land their jump on the far left side of the ledge where they are. By doing this the cutscene trigger will be skipped, and the player can move on by jumping into the tunnel. Once the wall-jump area is reached, it is once again faster to jump diagonally.&lt;br /&gt;
&lt;br /&gt;
==== [[The Minisaurus Plain]] ====&lt;br /&gt;
For [[the Minisaurus Plain]] you&#039;re going to want to perform a air-swimming bug. You do this by glitching through the walls in the water during the tutorial (watch the video linked below for a better understanding of where to perform the glitch). What you want to do next is to swim into the entrance to [[the Bayou]].&lt;br /&gt;
&lt;br /&gt;
Once you get the question on if you want to save or not, press yes and then choose no on everything else. What this will do is to reload the intro-cutscene to that level. Though, as you entered it before it now thinks you&#039;ve already seen the first [[Razorbeard]] cutscene and now takes you to the next one which is right before [[the Precipice]]. Once you&#039;ve watched the cutscene it will now load the level connected with the cutscene which in this case is [[the Precipice]]. You&#039;re however going to want to leave the level immediately by jumping onto the balloon.&lt;br /&gt;
&lt;br /&gt;
==== [[Rainbow Creek]] ====&lt;br /&gt;
Before entering [[Rainbow Creek]] you&#039;re going to want to activate a special bug-mode which allows you to play while at the save-screen. To do this you&#039;re going to first say yes to saving, press no at the next screen, press cross at he next screen while holding select and then pressing start. Once you enter [[Rainbow Creek]] you&#039;re going to head towards the [[Teensie]]s. However, make sure you don&#039;t exit the save-screen by pressing cross at any time. This gets tricky when you get to the ledge where [[Rayman]] is going to be hanging. It is possible to get up from there, though not that easy as you need to press the right button depending on the angle. An easier way to perform this is to activate this bug-state through another loading-screen in the area.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve made it to the second set of sign where you&#039;ll usually find the [[flying shell]] leading to [[the Crow&#039;s Nest]] you&#039;re going to walk to the edge and stand in a position so that you see the [[Teensie]] [[stone circle]] to the left and a cliff to the right. Once there you&#039;re going to save the game and once the game is saved you&#039;re going to start very high up in the air. If you&#039;ve done this correctly you should be falling into the trigger on your way down which will take you to [[the Crow&#039;s Nest]].&lt;br /&gt;
&lt;br /&gt;
==== [[The Crow&#039;s Nest]] ====&lt;br /&gt;
During the first part of the boss you should stay near the edge to prevent [[Razorbeard]] to jump towards you. Once in the second phase it is a lot faster to defeat him by getting the unlimited-ammo by flying into the small circle at the top while holding down the jump and shoot button (cross and square). While he is taking damage in the lava you can shoot at him to make him get up quicker.&lt;br /&gt;
&lt;br /&gt;
[https://youtu.be/XBOi2jCYcFo Video tutorial]&lt;br /&gt;
&lt;br /&gt;
=== 100% ===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;[[Rayman 3]]&#039;&#039;==&lt;br /&gt;
&#039;&#039;[[Rayman 3]]&#039;&#039; speedrunning makes extensive use of [[List of glitches in Rayman 3|the glitches present in the game]].&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[http://www.raymanpc.com/forum/viewtopic.php?f=13&amp;amp;t=4986 &#039;&#039;Rayman 3&#039;&#039; score topic at Pirate-Community]&lt;br /&gt;
*[http://www.raymanpc.com/forum/viewtopic.php?f=13&amp;amp;t=1031 &#039;&#039;Rayman 1&#039;&#039; topic at Pirate-Community]&lt;br /&gt;
&lt;br /&gt;
[[Category:Other]]&lt;/div&gt;</summary>
		<author><name>Technology4617</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=Category:Speedrunning&amp;diff=66252</id>
		<title>Category:Speedrunning</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=Category:Speedrunning&amp;diff=66252"/>
		<updated>2017-11-17T04:21:42Z</updated>

		<summary type="html">&lt;p&gt;Technology4617: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rewrite-expand}}&lt;br /&gt;
&lt;br /&gt;
For those wishing to speedrun or TAS games in the [[Rayman (series)|&#039;&#039;Rayman&#039;&#039; franchise]], this page features a collection of the known tricks and glitches in each game, as well as tips to help speedrunners get through the game faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;[[Rayman 1|Rayman]]&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
===General Tips===&lt;br /&gt;
&lt;br /&gt;
* The American PlayStation release is the standard for speedrunning, and is the most well-documented.&lt;br /&gt;
&lt;br /&gt;
* If the player holds down a given button, Rayman will perform the corresponding action as soon as possible. For instance, if the player does not have the helicopter ability, holding down X will cause them to jump the first frame they touch a vine.&lt;br /&gt;
&lt;br /&gt;
* Jump-punching is twice as powerful as a regular punch.&lt;br /&gt;
&lt;br /&gt;
* Getting a bigger tether off of a Ring allows the player to move farther and higher than would otherwise be possible.&lt;br /&gt;
&lt;br /&gt;
* If the player changes direction before they are hit by a non-moving object, they can change the direction they are boosted. This applies to some moving objects as well.&lt;br /&gt;
&lt;br /&gt;
* If it is necessary to replay a stage to get a cage, it is typically best to avoid side paths until the second playthrough.&lt;br /&gt;
&lt;br /&gt;
* Jumping quickly to the left and right on vines allows the player to get up them more quickly than simply climbing up them.&lt;br /&gt;
&lt;br /&gt;
* Players can death abuse to checkpoints to avoid backtracking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Important Glitches ===&lt;br /&gt;
Rayman&#039;s midair momentum is programmed very strangely. Generally, Rayman&#039;s speed is stored in memory until it is reset by the game. This design quirk can be utilized by the player in a couple of ways:&lt;br /&gt;
&lt;br /&gt;
====Froot Loop Boosting====&lt;br /&gt;
While on a Ring, Rayman&#039;s speed, as interpreted by the game, is exponentially higher than his standard walking or running speed. Ordinarily, the player is limited to the latter when jumping off of a Ring, at best.&lt;br /&gt;
&lt;br /&gt;
However, if the player holds up or down, instead of left or right, the game will not reset Rayman&#039;s speed. As a result, if the player opts to hold up or down, instead of left or right, Rayman will happily rocket across the level.&lt;br /&gt;
&lt;br /&gt;
This comes in especially handy in Bongo Hills; it allows the player to easily break the infamous &amp;quot;helicopter&amp;quot; cage on the fifth screen without revisiting the level, saving around three minutes of time.&lt;br /&gt;
&lt;br /&gt;
====Speed Storage====&lt;br /&gt;
Rayman&#039;s &amp;quot;ground&amp;quot; and &amp;quot;midair&amp;quot; speed values are actually completely separate from one another. Rayman&#039;s &amp;quot;midair&amp;quot; speed is reset only if his subsequent midair movement exceeds 2px/frame, Rayman&#039;s standard walking speed.&lt;br /&gt;
&lt;br /&gt;
As such, if the player slows to a walk before jumping, they will not overwrite this &amp;quot;midair speed&amp;quot; value. This allows speedrunners to, effectively, &amp;quot;store&amp;quot; the large amounts of speed they can get from slippery platforms and Rings.&lt;br /&gt;
&lt;br /&gt;
If the player runs or leaps off the edge of a sprite platform (such as a plum or cloud), the game will immediately switch to the &amp;quot;midair speed&amp;quot; value, causing Rayman to move at the &amp;quot;stored&amp;quot; speed.&lt;br /&gt;
&lt;br /&gt;
One particularly noteworthy example of this is &amp;quot;Plum Skip Skip&amp;quot; (so named because it replaces a notorious trick present in earlier speedruns), which uses the momentum gained in Mr. Sax&#039;s Hullabaloo to get over to a vine in Moskito&#039;s Nest that would otherwise be impossible to reach.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[https://www.youtube.com/playlist?list=PL7MU56BZ114jus4GG3oat0iH6Iq93ayRO Video Tutorial]===&lt;br /&gt;
An in-depth video tutorial done by the speedrunner Shoteru. It is fairly comprehensive and covers most of the current strategies, despite being somewhat outdated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;[[Rayman Revolution]]&#039;&#039;==&lt;br /&gt;
The Japanese release of &#039;&#039;[[Rayman Revolution]]&#039;&#039; is the best suited to speedrunning. Japanese best -ese, always brings the faster text so you can get whirl rekky. However, the tricks listed below are valid for all versions.&lt;br /&gt;
&lt;br /&gt;
=== Any % ===&lt;br /&gt;
&lt;br /&gt;
==== General ====&lt;br /&gt;
Note that most of the general tricks from &#039;&#039;[[Rayman 2]]&#039;&#039; also work in &#039;&#039;[[Rayman Revolution]]&#039;&#039; as well. These are however, tricks that are exclusive to &#039;&#039;[[Rayman Revolution]]&#039;&#039;.&lt;br /&gt;
*By moving Rayman sideways in any direction, while moving the camera so that Rayman is moving to the side, his movement speed can be doubled.&lt;br /&gt;
*By having Rayman shoot, right before landing in a body of water, the player can have the animation skipped.&lt;br /&gt;
*By jumping diagonally in a wall jump, the player can save a few seconds.&lt;br /&gt;
&lt;br /&gt;
==== [[The Woods of Light]] ====&lt;br /&gt;
For the jail-escape part it&#039;s a lot faster jumping while sliding down. Once the next part is entered, there is a way to skip the [[Murfy]] dialogue after the first cage has been broken. To do so, the player must land on the rocks behind the cage, once it has been hit twice, and then quickly jump up again. The next trick will allow the player to skip the cutscene with the [[baby Globox]]es. To do so, the player must land their jump on the far left side of the ledge where they are. By doing this the cutscene trigger will be skipped, and the player can move on by jumping into the tunnel. Once the wall-jump area is reached, it is once again faster to jump diagonally.&lt;br /&gt;
&lt;br /&gt;
==== [[The Minisaurus Plain]] ====&lt;br /&gt;
For [[the Minisaurus Plain]] you&#039;re going to want to perform a air-swimming bug. You do this by glitching through the walls in the water during the tutorial (watch the video linked below for a better understanding of where to perform the glitch). What you want to do next is to swim into the entrance to [[the Bayou]].&lt;br /&gt;
&lt;br /&gt;
Once you get the question on if you want to save or not, press yes and then choose no on everything else. What this will do is to reload the intro-cutscene to that level. Though, as you entered it before it now thinks you&#039;ve already seen the first [[Razorbeard]] cutscene and now takes you to the next one which is right before [[the Precipice]]. Once you&#039;ve watched the cutscene it will now load the level connected with the cutscene which in this case is [[the Precipice]]. You&#039;re however going to want to leave the level immediately by jumping onto the balloon.&lt;br /&gt;
&lt;br /&gt;
==== [[Rainbow Creek]] ====&lt;br /&gt;
Before entering [[Rainbow Creek]] you&#039;re going to want to activate a special bug-mode which allows you to play while at the save-screen. To do this you&#039;re going to first say yes to saving, press no at the next screen, press cross at he next screen while holding select and then pressing start. Once you enter [[Rainbow Creek]] you&#039;re going to head towards the [[Teensie]]s. However, make sure you don&#039;t exit the save-screen by pressing cross at any time. This gets tricky when you get to the ledge where [[Rayman]] is going to be hanging. It is possible to get up from there, though not that easy as you need to press the right button depending on the angle. An easier way to perform this is to activate this bug-state through another loading-screen in the area.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve made it to the second set of sign where you&#039;ll usually find the [[flying shell]] leading to [[the Crow&#039;s Nest]] you&#039;re going to walk to the edge and stand in a position so that you see the [[Teensie]] [[stone circle]] to the left and a cliff to the right. Once there you&#039;re going to save the game and once the game is saved you&#039;re going to start very high up in the air. If you&#039;ve done this correctly you should be falling into the trigger on your way down which will take you to [[the Crow&#039;s Nest]].&lt;br /&gt;
&lt;br /&gt;
==== [[The Crow&#039;s Nest]] ====&lt;br /&gt;
During the first part of the boss you should stay near the edge to prevent [[Razorbeard]] to jump towards you. Once in the second phase it is a lot faster to defeat him by getting the unlimited-ammo by flying into the small circle at the top while holding down the jump and shoot button (cross and square). While he is taking damage in the lava you can shoot at him to make him get up quicker.&lt;br /&gt;
&lt;br /&gt;
[https://youtu.be/XBOi2jCYcFo Video tutorial]&lt;br /&gt;
&lt;br /&gt;
=== 100% ===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;[[Rayman 3]]&#039;&#039;==&lt;br /&gt;
&#039;&#039;[[Rayman 3]]&#039;&#039; speedrunning makes extensive use of [[List of glitches in Rayman 3|the glitches present in the game]].&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[http://www.raymanpc.com/forum/viewtopic.php?f=13&amp;amp;t=4986 &#039;&#039;Rayman 3&#039;&#039; score topic at Pirate-Community]&lt;br /&gt;
*[http://www.raymanpc.com/forum/viewtopic.php?f=13&amp;amp;t=1031 &#039;&#039;Rayman 1&#039;&#039; topic at Pirate-Community]&lt;br /&gt;
&lt;br /&gt;
[[Category:Other]]&lt;/div&gt;</summary>
		<author><name>Technology4617</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=Category:Speedrunning&amp;diff=66251</id>
		<title>Category:Speedrunning</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=Category:Speedrunning&amp;diff=66251"/>
		<updated>2017-11-17T04:18:35Z</updated>

		<summary type="html">&lt;p&gt;Technology4617: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rewrite-expand}}&lt;br /&gt;
&lt;br /&gt;
For those wishing to speedrun or TAS games in the [[Rayman (series)|&#039;&#039;Rayman&#039;&#039; franchise]], this page features a collection of the known tricks and glitches in each game, as well as tips to help speedrunners get through the game faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;[[Rayman 1|Rayman]]&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
===General Tips===&lt;br /&gt;
&lt;br /&gt;
* The American PlayStation release is the standard for speedrunning, and is the most well-documented.&lt;br /&gt;
&lt;br /&gt;
* If the player holds down a given button, Rayman will perform the corresponding action as soon as possible. For instance, if the player does not have the helicopter ability, holding down X will cause them to jump the first frame they touch a vine.&lt;br /&gt;
&lt;br /&gt;
* Jump-punching is twice as powerful as a regular punch.&lt;br /&gt;
&lt;br /&gt;
* Getting a bigger tether off of a Ring allows the player to move farther and higher than would otherwise be possible.&lt;br /&gt;
&lt;br /&gt;
* If the player changes direction before they are hit by a non-moving object, they can change the direction they are boosted. This applies to some moving objects as well.&lt;br /&gt;
&lt;br /&gt;
* If it is necessary to replay a stage to get a cage, it is typically best to avoid side paths until the second playthrough.&lt;br /&gt;
&lt;br /&gt;
* Jumping quickly to the left and right on vines allows the player to get up them more quickly than simply climbing up them.&lt;br /&gt;
&lt;br /&gt;
* Players can death abuse to checkpoints to avoid backtracking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Important Glitches ===&lt;br /&gt;
Rayman&#039;s midair momentum is programmed very strangely. Generally, Rayman&#039;s speed is stored in memory until it is reset by the game. This design quirk can be utilized by the player in a couple of ways:&lt;br /&gt;
&lt;br /&gt;
====Froot Loop Boosting====&lt;br /&gt;
While on a Ring, Rayman&#039;s speed, as interpreted by the game, is exponentially higher than his standard walking or running speed. Ordinarily, the player is limited to the latter when jumping off of a Ring, at best.&lt;br /&gt;
&lt;br /&gt;
However, if the player holds up or down, instead of left or right, the game will not reset Rayman&#039;s speed. As a result, if the player opts to hold up or down, instead of left or right, Rayman will happily rocket across the level.&lt;br /&gt;
&lt;br /&gt;
This comes in especially handy in Bongo Hills; it allows the player to easily break the infamous &amp;quot;helicopter&amp;quot; cage on the fifth screen without revisiting the level, saving around three minutes of time.&lt;br /&gt;
&lt;br /&gt;
====Speed Storage====&lt;br /&gt;
Rayman&#039;s &amp;quot;ground&amp;quot; and &amp;quot;midair&amp;quot; speed values are actually completely separate from one another. Rayman&#039;s &amp;quot;midair&amp;quot; speed is reset only if his subsequent midair movement exceeds 2px/frame, Rayman&#039;s standard walking speed.&lt;br /&gt;
&lt;br /&gt;
As such, if the player slows to a walk before jumping, they will not overwrite this &amp;quot;midair speed&amp;quot; value. This allows speedrunners to, effectively, &amp;quot;store&amp;quot; the large amounts of speed they can get from slippery platforms and Rings.&lt;br /&gt;
&lt;br /&gt;
If the player runs or leaps off the edge of a sprite platform (such as a plum or cloud), the game will immediately switch to the &amp;quot;midair speed&amp;quot; value, causing Rayman to move at the &amp;quot;stored&amp;quot; speed.&lt;br /&gt;
&lt;br /&gt;
One particularly noteworthy example of this is &amp;quot;Plum Skip Skip&amp;quot; (so named because it replaces a notorious trick present in earlier speedruns), which uses the momentum gained in Mr. Sax&#039;s Hullabaloo to get over to a vine in Moskito&#039;s Nest that would otherwise be impossible to reach.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[https://www.youtube.com/playlist?list=PL7MU56BZ114jus4GG3oat0iH6Iq93ayRO Video Tutorial]===&lt;br /&gt;
An in-depth video tutorial done by the speedrunner Shoteru. Despite being made towards the start of 2015, it is still mostly current, with a few major exceptions. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;[[Rayman Revolution]]&#039;&#039;==&lt;br /&gt;
The Japanese release of &#039;&#039;[[Rayman Revolution]]&#039;&#039; is the best suited to speedrunning. Japanese best -ese, always brings the faster text so you can get whirl rekky. However, the tricks listed below are valid for all versions.&lt;br /&gt;
&lt;br /&gt;
=== Any % ===&lt;br /&gt;
&lt;br /&gt;
==== General ====&lt;br /&gt;
Note that most of the general tricks from &#039;&#039;[[Rayman 2]]&#039;&#039; also work in &#039;&#039;[[Rayman Revolution]]&#039;&#039; as well. These are however, tricks that are exclusive to &#039;&#039;[[Rayman Revolution]]&#039;&#039;.&lt;br /&gt;
*By moving Rayman sideways in any direction, while moving the camera so that Rayman is moving to the side, his movement speed can be doubled.&lt;br /&gt;
*By having Rayman shoot, right before landing in a body of water, the player can have the animation skipped.&lt;br /&gt;
*By jumping diagonally in a wall jump, the player can save a few seconds.&lt;br /&gt;
&lt;br /&gt;
==== [[The Woods of Light]] ====&lt;br /&gt;
For the jail-escape part it&#039;s a lot faster jumping while sliding down. Once the next part is entered, there is a way to skip the [[Murfy]] dialogue after the first cage has been broken. To do so, the player must land on the rocks behind the cage, once it has been hit twice, and then quickly jump up again. The next trick will allow the player to skip the cutscene with the [[baby Globox]]es. To do so, the player must land their jump on the far left side of the ledge where they are. By doing this the cutscene trigger will be skipped, and the player can move on by jumping into the tunnel. Once the wall-jump area is reached, it is once again faster to jump diagonally.&lt;br /&gt;
&lt;br /&gt;
==== [[The Minisaurus Plain]] ====&lt;br /&gt;
For [[the Minisaurus Plain]] you&#039;re going to want to perform a air-swimming bug. You do this by glitching through the walls in the water during the tutorial (watch the video linked below for a better understanding of where to perform the glitch). What you want to do next is to swim into the entrance to [[the Bayou]].&lt;br /&gt;
&lt;br /&gt;
Once you get the question on if you want to save or not, press yes and then choose no on everything else. What this will do is to reload the intro-cutscene to that level. Though, as you entered it before it now thinks you&#039;ve already seen the first [[Razorbeard]] cutscene and now takes you to the next one which is right before [[the Precipice]]. Once you&#039;ve watched the cutscene it will now load the level connected with the cutscene which in this case is [[the Precipice]]. You&#039;re however going to want to leave the level immediately by jumping onto the balloon.&lt;br /&gt;
&lt;br /&gt;
==== [[Rainbow Creek]] ====&lt;br /&gt;
Before entering [[Rainbow Creek]] you&#039;re going to want to activate a special bug-mode which allows you to play while at the save-screen. To do this you&#039;re going to first say yes to saving, press no at the next screen, press cross at he next screen while holding select and then pressing start. Once you enter [[Rainbow Creek]] you&#039;re going to head towards the [[Teensie]]s. However, make sure you don&#039;t exit the save-screen by pressing cross at any time. This gets tricky when you get to the ledge where [[Rayman]] is going to be hanging. It is possible to get up from there, though not that easy as you need to press the right button depending on the angle. An easier way to perform this is to activate this bug-state through another loading-screen in the area.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve made it to the second set of sign where you&#039;ll usually find the [[flying shell]] leading to [[the Crow&#039;s Nest]] you&#039;re going to walk to the edge and stand in a position so that you see the [[Teensie]] [[stone circle]] to the left and a cliff to the right. Once there you&#039;re going to save the game and once the game is saved you&#039;re going to start very high up in the air. If you&#039;ve done this correctly you should be falling into the trigger on your way down which will take you to [[the Crow&#039;s Nest]].&lt;br /&gt;
&lt;br /&gt;
==== [[The Crow&#039;s Nest]] ====&lt;br /&gt;
During the first part of the boss you should stay near the edge to prevent [[Razorbeard]] to jump towards you. Once in the second phase it is a lot faster to defeat him by getting the unlimited-ammo by flying into the small circle at the top while holding down the jump and shoot button (cross and square). While he is taking damage in the lava you can shoot at him to make him get up quicker.&lt;br /&gt;
&lt;br /&gt;
[https://youtu.be/XBOi2jCYcFo Video tutorial]&lt;br /&gt;
&lt;br /&gt;
=== 100% ===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;[[Rayman 3]]&#039;&#039;==&lt;br /&gt;
&#039;&#039;[[Rayman 3]]&#039;&#039; speedrunning makes extensive use of [[List of glitches in Rayman 3|the glitches present in the game]].&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[http://www.raymanpc.com/forum/viewtopic.php?f=13&amp;amp;t=4986 &#039;&#039;Rayman 3&#039;&#039; score topic at Pirate-Community]&lt;br /&gt;
*[http://www.raymanpc.com/forum/viewtopic.php?f=13&amp;amp;t=1031 &#039;&#039;Rayman 1&#039;&#039; topic at Pirate-Community]&lt;br /&gt;
&lt;br /&gt;
[[Category:Other]]&lt;/div&gt;</summary>
		<author><name>Technology4617</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=Category:Speedrunning&amp;diff=66250</id>
		<title>Category:Speedrunning</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=Category:Speedrunning&amp;diff=66250"/>
		<updated>2017-11-17T04:12:33Z</updated>

		<summary type="html">&lt;p&gt;Technology4617: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rewrite-expand}}&lt;br /&gt;
&lt;br /&gt;
For those wishing to speedrun or TAS games in the [[Rayman (series)|&#039;&#039;Rayman&#039;&#039; franchise]], this page features a collection of the known tricks and glitches in each game, as well as tips to help speedrunners get through the game faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;[[Rayman 1|Rayman]]&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
===General Tips===&lt;br /&gt;
&lt;br /&gt;
* The American PlayStation release is the standard for speedrunning, and is the most well-documented.&lt;br /&gt;
&lt;br /&gt;
* If the player holds down a given button, Rayman will perform the corresponding action as soon as possible. For instance, if the player does not have the helicopter ability, holding down X will cause them to jump the first frame they touch a vine.&lt;br /&gt;
&lt;br /&gt;
* Jump-punching is twice as powerful as a regular punch.&lt;br /&gt;
&lt;br /&gt;
* Getting a bigger tether off of a Ring allows the player to move farther and higher than would otherwise be possible.&lt;br /&gt;
&lt;br /&gt;
* If the player changes direction before they are hit by a non-moving object, they can change the direction they are boosted. This applies to some moving objects as well.&lt;br /&gt;
&lt;br /&gt;
* If it is necessary to replay a stage to get a cage, it is typically best to avoid side paths until the second playthrough.&lt;br /&gt;
&lt;br /&gt;
* Jumping quickly to the left and right on vines allows the player to get up them more quickly than simply climbing up them.&lt;br /&gt;
&lt;br /&gt;
* Players can death abuse to checkpoints to avoid backtracking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Important Glitches ===&lt;br /&gt;
Rayman&#039;s midair momentum is programmed very strangely. Generally, Rayman&#039;s speed is stored in memory until it is reset by the game. This design quirk can be utilized by the player in a couple of ways:&lt;br /&gt;
&lt;br /&gt;
====Froot Loop Boosting====&lt;br /&gt;
While on a Ring, Rayman&#039;s speed, as interpreted by the game, is exponentially higher than his standard walking or running speed. Ordinarily, the player is limited to the latter when jumping off of a Ring, at best.&lt;br /&gt;
&lt;br /&gt;
However, if the player holds up or down, instead of left or right, the game will not reset Rayman&#039;s speed. As a result, if the player opts to hold up or down, instead of left or right, Rayman will happily rocket across the level.&lt;br /&gt;
&lt;br /&gt;
This comes in especially handy in Bongo Hills; it allows the player to easily break the infamous &amp;quot;helicopter&amp;quot; cage on the fifth screen without revisiting the level, saving around three minutes of time.&lt;br /&gt;
&lt;br /&gt;
====Speed Storage====&lt;br /&gt;
Rayman&#039;s &amp;quot;ground&amp;quot; and &amp;quot;midair&amp;quot; speed values are actually completely separate from one another. Rayman&#039;s &amp;quot;midair&amp;quot; speed is reset only if his subsequent midair movement exceeds 2px/frame, Rayman&#039;s standard walking speed.&lt;br /&gt;
&lt;br /&gt;
As such, if the player slows to a walk before jumping, they will not overwrite this &amp;quot;midair speed&amp;quot; value. This allows speedrunners to, effectively, &amp;quot;store&amp;quot; the large amounts of speed they can get from slippery platforms and Rings.&lt;br /&gt;
&lt;br /&gt;
Events (e.g., moving platforms and plums, for instance) do not have the same properties as solid ground. If the player runs or leaps off of the edge of an event, the game will immediately switch to the &amp;quot;midair speed&amp;quot; value, causing Rayman to move at the &amp;quot;stored&amp;quot; speed.&lt;br /&gt;
&lt;br /&gt;
One particularly noteworthy example of this is &amp;quot;Plum Skip Skip&amp;quot; (so named because it replaces a notorious trick present in earlier speedruns), which uses the momentum gained in Mr. Sax&#039;s Hullabaloo to get over to a vine in Moskito&#039;s Nest that would otherwise be impossible to reach.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[https://www.youtube.com/playlist?list=PL7MU56BZ114jus4GG3oat0iH6Iq93ayRO Video Tutorial]===&lt;br /&gt;
An in-depth video tutorial done by the speedrunner Shoteru. Despite being made towards the start of 2015, it is still mostly current, with a few major exceptions. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;[[Rayman Revolution]]&#039;&#039;==&lt;br /&gt;
The Japanese release of &#039;&#039;[[Rayman Revolution]]&#039;&#039; is the best suited to speedrunning. Japanese best -ese, always brings the faster text so you can get whirl rekky. However, the tricks listed below are valid for all versions.&lt;br /&gt;
&lt;br /&gt;
=== Any % ===&lt;br /&gt;
&lt;br /&gt;
==== General ====&lt;br /&gt;
Note that most of the general tricks from &#039;&#039;[[Rayman 2]]&#039;&#039; also work in &#039;&#039;[[Rayman Revolution]]&#039;&#039; as well. These are however, tricks that are exclusive to &#039;&#039;[[Rayman Revolution]]&#039;&#039;.&lt;br /&gt;
*By moving Rayman sideways in any direction, while moving the camera so that Rayman is moving to the side, his movement speed can be doubled.&lt;br /&gt;
*By having Rayman shoot, right before landing in a body of water, the player can have the animation skipped.&lt;br /&gt;
*By jumping diagonally in a wall jump, the player can save a few seconds.&lt;br /&gt;
&lt;br /&gt;
==== [[The Woods of Light]] ====&lt;br /&gt;
For the jail-escape part it&#039;s a lot faster jumping while sliding down. Once the next part is entered, there is a way to skip the [[Murfy]] dialogue after the first cage has been broken. To do so, the player must land on the rocks behind the cage, once it has been hit twice, and then quickly jump up again. The next trick will allow the player to skip the cutscene with the [[baby Globox]]es. To do so, the player must land their jump on the far left side of the ledge where they are. By doing this the cutscene trigger will be skipped, and the player can move on by jumping into the tunnel. Once the wall-jump area is reached, it is once again faster to jump diagonally.&lt;br /&gt;
&lt;br /&gt;
==== [[The Minisaurus Plain]] ====&lt;br /&gt;
For [[the Minisaurus Plain]] you&#039;re going to want to perform a air-swimming bug. You do this by glitching through the walls in the water during the tutorial (watch the video linked below for a better understanding of where to perform the glitch). What you want to do next is to swim into the entrance to [[the Bayou]].&lt;br /&gt;
&lt;br /&gt;
Once you get the question on if you want to save or not, press yes and then choose no on everything else. What this will do is to reload the intro-cutscene to that level. Though, as you entered it before it now thinks you&#039;ve already seen the first [[Razorbeard]] cutscene and now takes you to the next one which is right before [[the Precipice]]. Once you&#039;ve watched the cutscene it will now load the level connected with the cutscene which in this case is [[the Precipice]]. You&#039;re however going to want to leave the level immediately by jumping onto the balloon.&lt;br /&gt;
&lt;br /&gt;
==== [[Rainbow Creek]] ====&lt;br /&gt;
Before entering [[Rainbow Creek]] you&#039;re going to want to activate a special bug-mode which allows you to play while at the save-screen. To do this you&#039;re going to first say yes to saving, press no at the next screen, press cross at he next screen while holding select and then pressing start. Once you enter [[Rainbow Creek]] you&#039;re going to head towards the [[Teensie]]s. However, make sure you don&#039;t exit the save-screen by pressing cross at any time. This gets tricky when you get to the ledge where [[Rayman]] is going to be hanging. It is possible to get up from there, though not that easy as you need to press the right button depending on the angle. An easier way to perform this is to activate this bug-state through another loading-screen in the area.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve made it to the second set of sign where you&#039;ll usually find the [[flying shell]] leading to [[the Crow&#039;s Nest]] you&#039;re going to walk to the edge and stand in a position so that you see the [[Teensie]] [[stone circle]] to the left and a cliff to the right. Once there you&#039;re going to save the game and once the game is saved you&#039;re going to start very high up in the air. If you&#039;ve done this correctly you should be falling into the trigger on your way down which will take you to [[the Crow&#039;s Nest]].&lt;br /&gt;
&lt;br /&gt;
==== [[The Crow&#039;s Nest]] ====&lt;br /&gt;
During the first part of the boss you should stay near the edge to prevent [[Razorbeard]] to jump towards you. Once in the second phase it is a lot faster to defeat him by getting the unlimited-ammo by flying into the small circle at the top while holding down the jump and shoot button (cross and square). While he is taking damage in the lava you can shoot at him to make him get up quicker.&lt;br /&gt;
&lt;br /&gt;
[https://youtu.be/XBOi2jCYcFo Video tutorial]&lt;br /&gt;
&lt;br /&gt;
=== 100% ===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;[[Rayman 3]]&#039;&#039;==&lt;br /&gt;
&#039;&#039;[[Rayman 3]]&#039;&#039; speedrunning makes extensive use of [[List of glitches in Rayman 3|the glitches present in the game]].&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[http://www.raymanpc.com/forum/viewtopic.php?f=13&amp;amp;t=4986 &#039;&#039;Rayman 3&#039;&#039; score topic at Pirate-Community]&lt;br /&gt;
*[http://www.raymanpc.com/forum/viewtopic.php?f=13&amp;amp;t=1031 &#039;&#039;Rayman 1&#039;&#039; topic at Pirate-Community]&lt;br /&gt;
&lt;br /&gt;
[[Category:Other]]&lt;/div&gt;</summary>
		<author><name>Technology4617</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=Category:Speedrunning&amp;diff=66249</id>
		<title>Category:Speedrunning</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=Category:Speedrunning&amp;diff=66249"/>
		<updated>2017-11-17T04:01:46Z</updated>

		<summary type="html">&lt;p&gt;Technology4617: Reverted RayCarrot&amp;#039;s revision of the Rayman 1 section, and (properly) rewrote the &amp;quot;Important Glitches&amp;quot; section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rewrite-expand}}&lt;br /&gt;
&lt;br /&gt;
For those wishing to speedrun or TAS games in the [[Rayman (series)|&#039;&#039;Rayman&#039;&#039; franchise]], this page features a collection of the known tricks and glitches in each game, as well as tips to help speedrunners get through the game faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;[[Rayman 1|Rayman]]&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
===General Tips===&lt;br /&gt;
&lt;br /&gt;
* The American PlayStation release is the standard for speedrunning, and is the most well-documented.&lt;br /&gt;
&lt;br /&gt;
* If the player holds down a given button, Rayman will perform the corresponding action as soon as possible. For instance, if the player does not have the helicopter ability, holding down X will cause them to jump the first frame they touch a vine.&lt;br /&gt;
&lt;br /&gt;
* Jump-punching is twice as powerful as a regular punch.&lt;br /&gt;
&lt;br /&gt;
* Getting a bigger tether off of a Ring allows the player to move farther and higher than would otherwise be possible.&lt;br /&gt;
&lt;br /&gt;
* If the player changes direction before they are hit by a non-moving object, they can change the direction they are boosted. This applies to some moving objects as well.&lt;br /&gt;
&lt;br /&gt;
* If it is necessary to replay a stage to get a cage, it is typically best to avoid side paths until the second playthrough.&lt;br /&gt;
&lt;br /&gt;
* Jumping quickly to the left and right on vines allows the player to get up them more quickly than simply climbing up them.&lt;br /&gt;
&lt;br /&gt;
* Players can death abuse to checkpoints to avoid backtracking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Important Glitches ===&lt;br /&gt;
Rayman&#039;s midair momentum is programmed very strangely. Generally, Rayman&#039;s speed is stored in memory until it is reset by the game. This design quirk can be utilized by the player in a couple of ways:&lt;br /&gt;
&lt;br /&gt;
====Froot Loop Boosting====&lt;br /&gt;
While on a Ring, Rayman&#039;s speed, as interpreted by the game, is exponentially higher than his standard walking or running speed. Ordinarily, the player is limited to the latter when jumping off of a Ring, at best.&lt;br /&gt;
&lt;br /&gt;
However, if the player holds up or down, instead of left or right, the game will not reset Rayman&#039;s speed. As a result, if the player opts to hold up or down, instead of left or right, Rayman will happily rocket across the level.&lt;br /&gt;
&lt;br /&gt;
This comes in especially handy in Bongo Hills; it allows the player to easily break the infamous &amp;quot;helicopter&amp;quot; cage on the fifth screen without revisiting the level, saving around three minutes of time.&lt;br /&gt;
&lt;br /&gt;
====Speed Storage====&lt;br /&gt;
Rayman&#039;s &amp;quot;ground&amp;quot; and &amp;quot;midair&amp;quot; speed values are actually completely separate from one another. Rayman&#039;s &amp;quot;midair&amp;quot; speed is reset only if his subsequent midair movement exceeds 2px/frame, Rayman&#039;s standard walking speed.&lt;br /&gt;
&lt;br /&gt;
As such, if the player slows to a walk before jumping, they will not overwrite this &amp;quot;midair speed&amp;quot; value. This allows speedrunners to get large amounts of speed from slippery platforms, or Rings, and simply &amp;quot;store&amp;quot; this speed until it is actually needed.&lt;br /&gt;
&lt;br /&gt;
Events (moving platforms and plums, for instance) do not have the same properties as solid ground. If the player runs or leaps off of the edge of an event, the game will immediately switch to the &amp;quot;midair speed&amp;quot; value, causing Rayman to move at the &amp;quot;stored&amp;quot; speed.&lt;br /&gt;
&lt;br /&gt;
One particularly noteworthy example of this is &amp;quot;Plum Skip Skip&amp;quot; (so named because it replaces a notorious trick present in earlier speedruns), which uses the momentum gained in Mr. Sax&#039;s Hullabaloo to get over to a vine in Moskito&#039;s Nest that would otherwise not be possible to reach.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[https://www.youtube.com/playlist?list=PL7MU56BZ114jus4GG3oat0iH6Iq93ayRO Video Tutorial]===&lt;br /&gt;
An in-depth video tutorial done by the speedrunner Shoteru. Despite being made towards the start of 2015, it is still mostly current, with a few major exceptions. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;[[Rayman Revolution]]&#039;&#039;==&lt;br /&gt;
The Japanese release of &#039;&#039;[[Rayman Revolution]]&#039;&#039; is the best suited to speedrunning. Japanese best -ese, always brings the faster text so you can get whirl rekky. However, the tricks listed below are valid for all versions.&lt;br /&gt;
&lt;br /&gt;
=== Any % ===&lt;br /&gt;
&lt;br /&gt;
==== General ====&lt;br /&gt;
Note that most of the general tricks from &#039;&#039;[[Rayman 2]]&#039;&#039; also work in &#039;&#039;[[Rayman Revolution]]&#039;&#039; as well. These are however, tricks that are exclusive to &#039;&#039;[[Rayman Revolution]]&#039;&#039;.&lt;br /&gt;
*By moving Rayman sideways in any direction, while moving the camera so that Rayman is moving to the side, his movement speed can be doubled.&lt;br /&gt;
*By having Rayman shoot, right before landing in a body of water, the player can have the animation skipped.&lt;br /&gt;
*By jumping diagonally in a wall jump, the player can save a few seconds.&lt;br /&gt;
&lt;br /&gt;
==== [[The Woods of Light]] ====&lt;br /&gt;
For the jail-escape part it&#039;s a lot faster jumping while sliding down. Once the next part is entered, there is a way to skip the [[Murfy]] dialogue after the first cage has been broken. To do so, the player must land on the rocks behind the cage, once it has been hit twice, and then quickly jump up again. The next trick will allow the player to skip the cutscene with the [[baby Globox]]es. To do so, the player must land their jump on the far left side of the ledge where they are. By doing this the cutscene trigger will be skipped, and the player can move on by jumping into the tunnel. Once the wall-jump area is reached, it is once again faster to jump diagonally.&lt;br /&gt;
&lt;br /&gt;
==== [[The Minisaurus Plain]] ====&lt;br /&gt;
For [[the Minisaurus Plain]] you&#039;re going to want to perform a air-swimming bug. You do this by glitching through the walls in the water during the tutorial (watch the video linked below for a better understanding of where to perform the glitch). What you want to do next is to swim into the entrance to [[the Bayou]].&lt;br /&gt;
&lt;br /&gt;
Once you get the question on if you want to save or not, press yes and then choose no on everything else. What this will do is to reload the intro-cutscene to that level. Though, as you entered it before it now thinks you&#039;ve already seen the first [[Razorbeard]] cutscene and now takes you to the next one which is right before [[the Precipice]]. Once you&#039;ve watched the cutscene it will now load the level connected with the cutscene which in this case is [[the Precipice]]. You&#039;re however going to want to leave the level immediately by jumping onto the balloon.&lt;br /&gt;
&lt;br /&gt;
==== [[Rainbow Creek]] ====&lt;br /&gt;
Before entering [[Rainbow Creek]] you&#039;re going to want to activate a special bug-mode which allows you to play while at the save-screen. To do this you&#039;re going to first say yes to saving, press no at the next screen, press cross at he next screen while holding select and then pressing start. Once you enter [[Rainbow Creek]] you&#039;re going to head towards the [[Teensie]]s. However, make sure you don&#039;t exit the save-screen by pressing cross at any time. This gets tricky when you get to the ledge where [[Rayman]] is going to be hanging. It is possible to get up from there, though not that easy as you need to press the right button depending on the angle. An easier way to perform this is to activate this bug-state through another loading-screen in the area.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve made it to the second set of sign where you&#039;ll usually find the [[flying shell]] leading to [[the Crow&#039;s Nest]] you&#039;re going to walk to the edge and stand in a position so that you see the [[Teensie]] [[stone circle]] to the left and a cliff to the right. Once there you&#039;re going to save the game and once the game is saved you&#039;re going to start very high up in the air. If you&#039;ve done this correctly you should be falling into the trigger on your way down which will take you to [[the Crow&#039;s Nest]].&lt;br /&gt;
&lt;br /&gt;
==== [[The Crow&#039;s Nest]] ====&lt;br /&gt;
During the first part of the boss you should stay near the edge to prevent [[Razorbeard]] to jump towards you. Once in the second phase it is a lot faster to defeat him by getting the unlimited-ammo by flying into the small circle at the top while holding down the jump and shoot button (cross and square). While he is taking damage in the lava you can shoot at him to make him get up quicker.&lt;br /&gt;
&lt;br /&gt;
[https://youtu.be/XBOi2jCYcFo Video tutorial]&lt;br /&gt;
&lt;br /&gt;
=== 100% ===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;[[Rayman 3]]&#039;&#039;==&lt;br /&gt;
&#039;&#039;[[Rayman 3]]&#039;&#039; speedrunning makes extensive use of [[List of glitches in Rayman 3|the glitches present in the game]].&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[http://www.raymanpc.com/forum/viewtopic.php?f=13&amp;amp;t=4986 &#039;&#039;Rayman 3&#039;&#039; score topic at Pirate-Community]&lt;br /&gt;
*[http://www.raymanpc.com/forum/viewtopic.php?f=13&amp;amp;t=1031 &#039;&#039;Rayman 1&#039;&#039; topic at Pirate-Community]&lt;br /&gt;
&lt;br /&gt;
[[Category:Other]]&lt;/div&gt;</summary>
		<author><name>Technology4617</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=Talk:Bad_Rayman&amp;diff=55102</id>
		<title>Talk:Bad Rayman</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=Talk:Bad_Rayman&amp;diff=55102"/>
		<updated>2017-02-02T08:55:18Z</updated>

		<summary type="html">&lt;p&gt;Technology4617: /* Continued nitpicking over the title of the article. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Continued nitpicking over the title of the article. ==&lt;br /&gt;
&lt;br /&gt;
I find it odd that no one seems to have mentioned that &amp;quot;Dark Rayman,&amp;quot; as presented in Rayman 1, is a parody of Dark Link from the Zelda series, in both appearance and behavior. This would seem to indicate that Dark Rayman would be the most appropriate title for the unnamed character.&lt;br /&gt;
&lt;br /&gt;
Reading the talk page, it seems that the reason for titling the article &amp;quot;Bad Rayman&amp;quot; seems to stem from something written in the manual for the British release of &#039;&#039;Rayman Brain Games&#039;&#039;. The manual for a semi-obscure edutainment spinoff seems like a bit of an iffy source to me; I can&#039;t imagine the writers were paid very much for their trouble, and were likely translating from a French manuscript.&lt;br /&gt;
&lt;br /&gt;
To note, in the American copy of the game I have, the manual doesn&#039;t have any references to &amp;quot;Bad Rayman,&amp;quot; though I&#039;d like to point out that the Magician is intermittently and incorrectly referred to as &amp;quot;the Wizard.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Moreover, the release of Revenge of the Dark is on the somewhat distant horizon, in which the character is going to be explicitly referred to as &amp;quot;Dark Rayman&amp;quot; over the course of the game, as the primary antagonist. Assuming the game ends up being covered by the Wiki, continually referring to the character as &amp;quot;Bad Rayman&amp;quot; would be a bit confusing. --[https://www.youtube.com/channel/UC5nMFC7r5fHTOCD8qfR5pmA RayMedia]&lt;br /&gt;
&lt;br /&gt;
==Name==&lt;br /&gt;
&lt;br /&gt;
In Rayman Advance, during this level, you can clearly see &amp;quot;Watch out for Dark Rayman!&amp;quot; therefore his name is Dark Rayman. I&#039;d like to know one game where he is called Bad Rayman. Just name one. [[User:Sabertooth1000000000|Sabertooth1000000000]] 19:08, 28 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Maths and English with Rayman/Rayman Junior&#039;s manual, ok.  --[[Image:RKartHead.gif]]  &#039;&#039;&#039;[[User:Staceyw|StaceyW]] &amp;amp;#9836;&#039;&#039;&#039; 19:22, 28 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: This question was already answered in the Talk:Dark Rayman page. Feel free to share your thoughts over there.&lt;br /&gt;
:: [[User:Hunchman801|Hunchman801]] 00:20, 11 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Sorry for my rudeness. I was 12. [[User:Sabertooth1000000000|Sabertooth1000000000]] ([[User talk:Sabertooth1000000000|talk]]) 07:35, 3 January 2014 (CET)&lt;br /&gt;
&lt;br /&gt;
29 December 2009&lt;br /&gt;
Raymanfan219 wrote:&lt;br /&gt;
&lt;br /&gt;
I learned that it was Dark Rayman. I never was there in the first Rayman game because i&lt;br /&gt;
had to reinstall my computer and i don&#039;t knew how to put it anywhere else. But now i know it.&lt;br /&gt;
Everything was erased so i had to start over again. I am almost near the same place as i was&lt;br /&gt;
before. But i don&#039;t play it some many times anymore. Now i have the full serie until raving rabbids.&lt;br /&gt;
I hate Raving Rabbids so. I have 2 Revolution 3 and M for the Ps2 and 1,2 The Great Escape,3 and&lt;br /&gt;
m for the pc. M is also called Arena. And in Gold it is called Dark Rayman.&lt;br /&gt;
&lt;br /&gt;
==Colour Palette==&lt;br /&gt;
&lt;br /&gt;
Now that I checked that Dark Ray has a different colour palette than the original Bad Rayman... In which cases a different colour palette makes a character different? Because I read the [[Dark Rayman]] article and the only difference between him and Bad Rayman is the colour palette. Maybe they look different, but they share exactly the same concept of an evil clone of Rayman, and both are, possibly, the exact same character. Actually, in the Atari Jaguar and Gameboy Advance versions of Rayman 1 Bad Rayman is named &amp;quot;Dark Rayman&amp;quot;, like in Rayman Arena. Why don&#039;t we just put together both articles? I can understand that there&#039;s a clear difference between Dark Globox and Gromblox, as both have different concepts (one is an evil clone, the other one is just a criminal glute), but Dark Rayman and Bad Rayman being different characters? I don&#039;t think so.--[[User:Sergiomonty|Sergiomonty]] 07:06, 14 December 2011 (UTC)&lt;br /&gt;
:To make it short, the skin in Origins is almost identical to Bad Rayman from the original game, while the one in Arena looks nothing like him. The name issue has already been addressed numerous times, except for your mention of the Jaguar version: could you please back up your claim? —[[File:RRRGBAIcon8.png|link=User:Hunchman801]][[File:RRRGBAIcon0.gif|link=User:Hunchman801]][[File:RRRGBAIcon1.png|link=User:Hunchman801]] 23:55, 14 December 2011 (UTC)&lt;br /&gt;
:Atari Jaguar? But Bad Rayman does not appear in this version... I wonder if both characters can be considered the same, but I don&#039;t believe... There&#039;s no indication that Rayman Arena&#039;s Dark Rayman is a creation of Mr. Dark. --[[Image:Sparkle.gif]][[User:Haruka|Haruka]][[Image:Sparkle.gif]] 23:57, 14 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==DarkRay?==&lt;br /&gt;
&lt;br /&gt;
Does the Bubble Dreamer only call him DarkRay in certain versions of Rayman Origins? I&#039;ve got the Australian version, and he doesn&#039;t mention anything about the name DarkRay at all.&lt;br /&gt;
&lt;br /&gt;
[[User:Psittacidae13|Psittacidae13]] 03:48, 19 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:In the English version he does. --[[Image:Sparkle.gif]][[User:Haruka|Haruka]][[Image:Sparkle.gif]] 11:20, 19 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ah, ok then. Thanks for the info! :)&lt;br /&gt;
&lt;br /&gt;
[[User:Psittacidae13|Psittacidae13]] 11:39, 19 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Scale?==&lt;br /&gt;
Is it just me, or does the picture of Bad Rayman from Rayman Origins have his body being a bit too small? &lt;br /&gt;
I&#039;ve just been looking between the picture of Rayman on this wiki and comparing the two; Bad Rayman&#039;s body just looks a bit small to me...&lt;br /&gt;
&lt;br /&gt;
[[User:Psittacidae13|Psittacidae13]] 07:13, 22 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:It does, but yet again this image is made from Drolpiraat&#039;s texture pack. I had to scale the Sea King&#039;s body segments and legs in order to fit them properly. The same may count for many other textures. You need to compare with references from the actual game in order to make it look right. [[User:Spanex|Spanex]] 07:43, 22 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dark Ray...man?==&lt;br /&gt;
&lt;br /&gt;
Is it possible that his full name is &amp;quot;Dark Rayman&amp;quot;? So far, the only evidence of his rename is the Bubble Dreamer, but I just noticed that the Bubble Dreamer also calls Rayman &amp;quot;Ray&amp;quot;--[[User:Sergiomonty|Sergiomonty]] 23:33, 31 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Yes, he&#039;s referred to as &#039;Dark Rayman&#039; in some material, starting with Rayman Advance. —[[User:Spiraldoor|Spiraldoor]] [[File:IconSpiralDoor.png|link=User:Spiraldoor]] 13:41, 1 January 2012 (UTC)&lt;br /&gt;
::Exactly. But I think we shouldn&#039;t be very worried with the real name. --[[Image:Sparkle.gif]][[User:Haruka|Haruka]][[Image:Sparkle.gif]] 13:58, 1 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: What should we do now? Call him Dark Rayman again? :s--[[User:Sergiomonty|Sergiomonty]] 18:56, 1 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::I think the page is fine just the way it is. —[[User:Spiraldoor|Spiraldoor]] [[File:IconSpiralDoor.png|link=User:Spiraldoor]] 19:06, 1 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Raymesis==&lt;br /&gt;
How are we proceeding with the name change and the new Dark Rayman? --[[User:Master|Master]] ([[User talk:Master|talk]]) 18:26, 31 August 2013 (CEST)&lt;br /&gt;
:I defend we keep as Bad Rayman, just like we did with the Antitoons we kept their original name, and only mentioned &amp;quot;also known as Darktoons&amp;quot;. We should do the same process for Bad Rayman. --[[Image:Sparkle.gif]][[User:Haruka|Haruka]][[Image:Sparkle.gif]] 12:32, 1 September 2013 (CEST)&lt;br /&gt;
::Very well, I&#039;ve created a redirect page for Raymesis, and added the Legends character section here, so I guess alls well ends well. --[[User:Master|Master]] ([[User talk:Master|talk]]) 13:55, 1 September 2013 (CEST)&lt;br /&gt;
:Now this is tricky. It seems like there&#039;s three evil clones:&lt;br /&gt;
:*Bad Rayman, later referred to as Rayman&#039;s Wicked Double and Dark Rayman, who appears in the original game, its Game Boy Color adaptation and [[Rayman Legends]]; he appears to be a spell, copying every of Rayman&#039;s moves and causing death upon contact&lt;br /&gt;
:*Dark Rayman, a skin in &#039;&#039;Rayman Arena&#039;&#039;&lt;br /&gt;
:*Raymesis, a playable character in &#039;&#039;Rayman Origins&#039;&#039; and &#039;&#039;Rayman Legends&#039;&#039;&lt;br /&gt;
:In that regard, we could keep &#039;&#039;&#039;Bad Rayman&#039;&#039;&#039; as the main article for the first one, use &#039;&#039;&#039;Dark Rayman&#039;&#039;&#039; as a redirect, then &#039;&#039;&#039;Dark Rayman (Rayman Arena)&#039;&#039;&#039; would be used instead for the second one, and &#039;&#039;&#039;Raymesis&#039;&#039;&#039; would be the article for the third one.&lt;br /&gt;
:The only thing that bothers me is how much Raymesis looks like the original Bad Rayman, who is quite different from the one in &#039;&#039;Legends&#039;&#039;.&lt;br /&gt;
:What do you guys think? —[[File:RRRGBAIcon8.png|link=User:Hunchman801]][[File:RRRGBAIcon0.gif|link=User:Hunchman801]][[File:RRRGBAIcon1.png|link=User:Hunchman801]] 14:08, 9 September 2013 (CEST)&lt;br /&gt;
::I agree with what you said, I also defended the original use of Bad Rayman. --[[Image:Sparkle.gif]][[User:Haruka|Haruka]][[Image:Sparkle.gif]] 15:53, 9 September 2013 (CEST)&lt;br /&gt;
:::I agree with you too.&lt;br /&gt;
:::But in &#039;&#039;Rayman Origins&#039;&#039;, when you pull on the beard of Polokus with the evil clone, he says that his creator is Mr. Dark (“Blame it on Mr. Dark!”) and calls him DarkRay.&lt;br /&gt;
:::So I think that the evil clone from &#039;&#039;Origins&#039;&#039; is also the original Bad Rayman.&lt;br /&gt;
:::Raymesis appears in &#039;&#039;Rayman Legends&#039;&#039;, not in &#039;&#039;Origins&#039;&#039;. -- [[User:Boomboleros7|Boomboleros7]] 21:09, 9 September 2013 (CEST)&lt;br /&gt;
::::Then this is getting really complicated now. Raymesis from &#039;&#039;Legends&#039;&#039; looks exactly the same as the evil clone in &#039;&#039;Origins&#039;&#039;, and just like we considered characters from &#039;&#039;Legends&#039;&#039; to be the same as their identical counterparts from &#039;&#039;Origins&#039;&#039; (e.g. Teensy Queen), the only way to be consistent is to assume that these two clones are the same as well. And thus a different clone from Bad Rayman, which makes sense as the latter is nothing more than a spell, not a character. But then, this becomes inconsistent with Polokus&#039; quote in &#039;&#039;Origins&#039;&#039; which mentions Mr Dark as his creator.&lt;br /&gt;
::::So, unless someone can think of a better explanation, I see only two alternatives:&lt;br /&gt;
::::*We disregard Polokus&#039; quote in &#039;&#039;Origins&#039;&#039; as a joke or as some oddity or incoherence and stick to the separation I mentioned above.&lt;br /&gt;
::::*We accept the fact that there is no way to make sense out of the contradicting information we are provided (not surprising given how much these games are focused on the story line) and keep all the “DarkRay”/Raymesis information in the Bad Rayman article, mentioning the said inconsistencies.&lt;br /&gt;
::::—[[File:RRRGBAIcon8.png|link=User:Hunchman801]][[File:RRRGBAIcon0.gif|link=User:Hunchman801]][[File:RRRGBAIcon1.png|link=User:Hunchman801]] 15:08, 10 September 2013 (CEST)&lt;br /&gt;
:::::I prefer the second option. --[[User:Iheckler9|iHeckler9]][[File:Life.gif|link=User:Iheckler9]] 18:36, 10 September 2013 (CEST)&lt;br /&gt;
::::::I also go for the second option. There isn&#039;t much we can do. --[[Image:Sparkle.gif]][[User:Haruka|Haruka]][[Image:Sparkle.gif]] 00:30, 11 September 2013 (CEST)&lt;br /&gt;
:::::::So, we&#039;re keeping Raymesis as Bad Rayman. So, should I or someone else make another Dark Rayman page solely for the Legend&#039;s iteration?--[[User:Master|Master]] ([[User talk:Master|talk]]) 21:23, 2 October 2013 (CEST)&lt;br /&gt;
:::::::It isn&#039;t that hard to figure out. He&#039;s just a filler. Raymesis is clearly not Dark Rayman because Dark Rayman is in the game (Also, we clarified that Dark Rayman is named &amp;quot;Dark Rayman&amp;quot; in Origins, and not &amp;quot;DarkRay&amp;quot;. This is supported by the fact that he&#039;s named &amp;quot;Dark Rayman&amp;quot; in Jungle Run&#039;s DLC, and that Polokus calls Rayman &amp;quot;Ray&amp;quot;, so it makes sense for him to call Dark Rayman &amp;quot;DarkRay&amp;quot;). HOWEVER.... If Raymesis deserves an article or not... err, that should be decided with more clarity. I think it&#039;s okay to simply contain Raymesis as a little portion of Dark Rayman&#039;s article, since there&#039;s little to no story about him, and he&#039;s just an excuse to make Dark Rayman still playable. Opinions?--[[User:Sergiomonty|Sergiomonty]] ([[User talk:Sergiomonty|talk]]) 08:20, 3 October 2013 (CEST)&lt;br /&gt;
::::::::I think there is a bigger chance that Bad Rayman was renamed to Raymesis and the Dark Rayman from the Invaded Levels is a new character than Raymesis being just an evil dude and Dark Rayman from the I.L. being Bad Rayman from R1 and RO.It&#039;s very unlikely that the developers decided to create a character which looks 99% like Bad Rayman,but is actually another guy.--[[User:TFDs39|TFDs39]]&lt;br /&gt;
:::::::::The Dark Rayman from the Invaded levels is definitely the same as the Bad Rayman from the original game: he&#039;s not a character, just a spell, chases Rayman copying his moves and kills him on contact. DarkRay from &#039;&#039;Origins&#039;&#039; and Raymesis from &#039;&#039;Legends&#039;&#039; are actual characters, probably the same as they&#039;re identical. —[[File:RRRGBAIcon8.png|link=User:Hunchman801]][[File:RRRGBAIcon0.gif|link=User:Hunchman801]][[File:RRRGBAIcon1.png|link=User:Hunchman801]] 14:30, 10 October 2013 (CEST)&lt;br /&gt;
::::::::::But,Humch,you are forgetting that Polokus confirmed in RO that Bad Rayman and DarkRay are the same.&lt;br /&gt;
::::::::::In my opinion,the easiest way to solve this is to leave Bad Rayman,DarkRay(he was already confirmed) and Raymesis(He looks totally like DarkRay) as the same characters and create a new page for the Dark Rayman from IL.&lt;br /&gt;
::::::::::I know there is a good reason why&#039;d you think Bad Rayman and Dark Rayman are the same,but if Dark Rayman does what Bad Rayman did in the past,it doesn&#039;t automatically mean they are the same.If we go on the appearance way,I think that would the simplest path to solve this--[[User:TFDs39|TFDs39]]&lt;/div&gt;</summary>
		<author><name>Technology4617</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=Talk:Bad_Rayman&amp;diff=55101</id>
		<title>Talk:Bad Rayman</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=Talk:Bad_Rayman&amp;diff=55101"/>
		<updated>2017-02-02T08:54:36Z</updated>

		<summary type="html">&lt;p&gt;Technology4617: /* Continued nitpicking over the title of the article. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Continued nitpicking over the title of the article. ==&lt;br /&gt;
&lt;br /&gt;
I find it odd that no one seems to have mentioned that &amp;quot;Dark Rayman,&amp;quot; as presented in Rayman 1, is a parody of Dark Link from the Zelda series, in both appearance and behavior. This would seem to indicate that Dark Rayman would be the most appropriate title for the unnamed character.&lt;br /&gt;
&lt;br /&gt;
Reading the talk page, it seems that the reason for titling the article &amp;quot;Bad Rayman&amp;quot; seems to stem from something written in the manual for the British release of &#039;&#039;Rayman Brain Games&#039;&#039;. The manual for a semi-obscure edutainment spinoff seems like a bit of an iffy source to me; I can&#039;t imagine the writers were paid very much for their trouble, and were likely translating from a French manuscript.&lt;br /&gt;
&lt;br /&gt;
To note, in the American copy of the game I have, the manual doesn&#039;t have any references to &amp;quot;Bad Rayman,&amp;quot; though I&#039;d like to point out that the Magician is intermittently and incorrectly referred to as &amp;quot;the Wizard.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Moreover, the release of Revenge of the Dark is on the somewhat distant horizon, in which he character is going to be explicitly referred to as &amp;quot;Dark Rayman&amp;quot; over the course of the game, as the primary antagonist. Assuming the game ends up being covered by the Wiki, continually referring to the character as &amp;quot;Bad Rayman&amp;quot; would be a bit confusing. --[https://www.youtube.com/channel/UC5nMFC7r5fHTOCD8qfR5pmA RayMedia]&lt;br /&gt;
&lt;br /&gt;
==Name==&lt;br /&gt;
&lt;br /&gt;
In Rayman Advance, during this level, you can clearly see &amp;quot;Watch out for Dark Rayman!&amp;quot; therefore his name is Dark Rayman. I&#039;d like to know one game where he is called Bad Rayman. Just name one. [[User:Sabertooth1000000000|Sabertooth1000000000]] 19:08, 28 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Maths and English with Rayman/Rayman Junior&#039;s manual, ok.  --[[Image:RKartHead.gif]]  &#039;&#039;&#039;[[User:Staceyw|StaceyW]] &amp;amp;#9836;&#039;&#039;&#039; 19:22, 28 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: This question was already answered in the Talk:Dark Rayman page. Feel free to share your thoughts over there.&lt;br /&gt;
:: [[User:Hunchman801|Hunchman801]] 00:20, 11 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Sorry for my rudeness. I was 12. [[User:Sabertooth1000000000|Sabertooth1000000000]] ([[User talk:Sabertooth1000000000|talk]]) 07:35, 3 January 2014 (CET)&lt;br /&gt;
&lt;br /&gt;
29 December 2009&lt;br /&gt;
Raymanfan219 wrote:&lt;br /&gt;
&lt;br /&gt;
I learned that it was Dark Rayman. I never was there in the first Rayman game because i&lt;br /&gt;
had to reinstall my computer and i don&#039;t knew how to put it anywhere else. But now i know it.&lt;br /&gt;
Everything was erased so i had to start over again. I am almost near the same place as i was&lt;br /&gt;
before. But i don&#039;t play it some many times anymore. Now i have the full serie until raving rabbids.&lt;br /&gt;
I hate Raving Rabbids so. I have 2 Revolution 3 and M for the Ps2 and 1,2 The Great Escape,3 and&lt;br /&gt;
m for the pc. M is also called Arena. And in Gold it is called Dark Rayman.&lt;br /&gt;
&lt;br /&gt;
==Colour Palette==&lt;br /&gt;
&lt;br /&gt;
Now that I checked that Dark Ray has a different colour palette than the original Bad Rayman... In which cases a different colour palette makes a character different? Because I read the [[Dark Rayman]] article and the only difference between him and Bad Rayman is the colour palette. Maybe they look different, but they share exactly the same concept of an evil clone of Rayman, and both are, possibly, the exact same character. Actually, in the Atari Jaguar and Gameboy Advance versions of Rayman 1 Bad Rayman is named &amp;quot;Dark Rayman&amp;quot;, like in Rayman Arena. Why don&#039;t we just put together both articles? I can understand that there&#039;s a clear difference between Dark Globox and Gromblox, as both have different concepts (one is an evil clone, the other one is just a criminal glute), but Dark Rayman and Bad Rayman being different characters? I don&#039;t think so.--[[User:Sergiomonty|Sergiomonty]] 07:06, 14 December 2011 (UTC)&lt;br /&gt;
:To make it short, the skin in Origins is almost identical to Bad Rayman from the original game, while the one in Arena looks nothing like him. The name issue has already been addressed numerous times, except for your mention of the Jaguar version: could you please back up your claim? —[[File:RRRGBAIcon8.png|link=User:Hunchman801]][[File:RRRGBAIcon0.gif|link=User:Hunchman801]][[File:RRRGBAIcon1.png|link=User:Hunchman801]] 23:55, 14 December 2011 (UTC)&lt;br /&gt;
:Atari Jaguar? But Bad Rayman does not appear in this version... I wonder if both characters can be considered the same, but I don&#039;t believe... There&#039;s no indication that Rayman Arena&#039;s Dark Rayman is a creation of Mr. Dark. --[[Image:Sparkle.gif]][[User:Haruka|Haruka]][[Image:Sparkle.gif]] 23:57, 14 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==DarkRay?==&lt;br /&gt;
&lt;br /&gt;
Does the Bubble Dreamer only call him DarkRay in certain versions of Rayman Origins? I&#039;ve got the Australian version, and he doesn&#039;t mention anything about the name DarkRay at all.&lt;br /&gt;
&lt;br /&gt;
[[User:Psittacidae13|Psittacidae13]] 03:48, 19 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:In the English version he does. --[[Image:Sparkle.gif]][[User:Haruka|Haruka]][[Image:Sparkle.gif]] 11:20, 19 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ah, ok then. Thanks for the info! :)&lt;br /&gt;
&lt;br /&gt;
[[User:Psittacidae13|Psittacidae13]] 11:39, 19 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Scale?==&lt;br /&gt;
Is it just me, or does the picture of Bad Rayman from Rayman Origins have his body being a bit too small? &lt;br /&gt;
I&#039;ve just been looking between the picture of Rayman on this wiki and comparing the two; Bad Rayman&#039;s body just looks a bit small to me...&lt;br /&gt;
&lt;br /&gt;
[[User:Psittacidae13|Psittacidae13]] 07:13, 22 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:It does, but yet again this image is made from Drolpiraat&#039;s texture pack. I had to scale the Sea King&#039;s body segments and legs in order to fit them properly. The same may count for many other textures. You need to compare with references from the actual game in order to make it look right. [[User:Spanex|Spanex]] 07:43, 22 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dark Ray...man?==&lt;br /&gt;
&lt;br /&gt;
Is it possible that his full name is &amp;quot;Dark Rayman&amp;quot;? So far, the only evidence of his rename is the Bubble Dreamer, but I just noticed that the Bubble Dreamer also calls Rayman &amp;quot;Ray&amp;quot;--[[User:Sergiomonty|Sergiomonty]] 23:33, 31 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Yes, he&#039;s referred to as &#039;Dark Rayman&#039; in some material, starting with Rayman Advance. —[[User:Spiraldoor|Spiraldoor]] [[File:IconSpiralDoor.png|link=User:Spiraldoor]] 13:41, 1 January 2012 (UTC)&lt;br /&gt;
::Exactly. But I think we shouldn&#039;t be very worried with the real name. --[[Image:Sparkle.gif]][[User:Haruka|Haruka]][[Image:Sparkle.gif]] 13:58, 1 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: What should we do now? Call him Dark Rayman again? :s--[[User:Sergiomonty|Sergiomonty]] 18:56, 1 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::I think the page is fine just the way it is. —[[User:Spiraldoor|Spiraldoor]] [[File:IconSpiralDoor.png|link=User:Spiraldoor]] 19:06, 1 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Raymesis==&lt;br /&gt;
How are we proceeding with the name change and the new Dark Rayman? --[[User:Master|Master]] ([[User talk:Master|talk]]) 18:26, 31 August 2013 (CEST)&lt;br /&gt;
:I defend we keep as Bad Rayman, just like we did with the Antitoons we kept their original name, and only mentioned &amp;quot;also known as Darktoons&amp;quot;. We should do the same process for Bad Rayman. --[[Image:Sparkle.gif]][[User:Haruka|Haruka]][[Image:Sparkle.gif]] 12:32, 1 September 2013 (CEST)&lt;br /&gt;
::Very well, I&#039;ve created a redirect page for Raymesis, and added the Legends character section here, so I guess alls well ends well. --[[User:Master|Master]] ([[User talk:Master|talk]]) 13:55, 1 September 2013 (CEST)&lt;br /&gt;
:Now this is tricky. It seems like there&#039;s three evil clones:&lt;br /&gt;
:*Bad Rayman, later referred to as Rayman&#039;s Wicked Double and Dark Rayman, who appears in the original game, its Game Boy Color adaptation and [[Rayman Legends]]; he appears to be a spell, copying every of Rayman&#039;s moves and causing death upon contact&lt;br /&gt;
:*Dark Rayman, a skin in &#039;&#039;Rayman Arena&#039;&#039;&lt;br /&gt;
:*Raymesis, a playable character in &#039;&#039;Rayman Origins&#039;&#039; and &#039;&#039;Rayman Legends&#039;&#039;&lt;br /&gt;
:In that regard, we could keep &#039;&#039;&#039;Bad Rayman&#039;&#039;&#039; as the main article for the first one, use &#039;&#039;&#039;Dark Rayman&#039;&#039;&#039; as a redirect, then &#039;&#039;&#039;Dark Rayman (Rayman Arena)&#039;&#039;&#039; would be used instead for the second one, and &#039;&#039;&#039;Raymesis&#039;&#039;&#039; would be the article for the third one.&lt;br /&gt;
:The only thing that bothers me is how much Raymesis looks like the original Bad Rayman, who is quite different from the one in &#039;&#039;Legends&#039;&#039;.&lt;br /&gt;
:What do you guys think? —[[File:RRRGBAIcon8.png|link=User:Hunchman801]][[File:RRRGBAIcon0.gif|link=User:Hunchman801]][[File:RRRGBAIcon1.png|link=User:Hunchman801]] 14:08, 9 September 2013 (CEST)&lt;br /&gt;
::I agree with what you said, I also defended the original use of Bad Rayman. --[[Image:Sparkle.gif]][[User:Haruka|Haruka]][[Image:Sparkle.gif]] 15:53, 9 September 2013 (CEST)&lt;br /&gt;
:::I agree with you too.&lt;br /&gt;
:::But in &#039;&#039;Rayman Origins&#039;&#039;, when you pull on the beard of Polokus with the evil clone, he says that his creator is Mr. Dark (“Blame it on Mr. Dark!”) and calls him DarkRay.&lt;br /&gt;
:::So I think that the evil clone from &#039;&#039;Origins&#039;&#039; is also the original Bad Rayman.&lt;br /&gt;
:::Raymesis appears in &#039;&#039;Rayman Legends&#039;&#039;, not in &#039;&#039;Origins&#039;&#039;. -- [[User:Boomboleros7|Boomboleros7]] 21:09, 9 September 2013 (CEST)&lt;br /&gt;
::::Then this is getting really complicated now. Raymesis from &#039;&#039;Legends&#039;&#039; looks exactly the same as the evil clone in &#039;&#039;Origins&#039;&#039;, and just like we considered characters from &#039;&#039;Legends&#039;&#039; to be the same as their identical counterparts from &#039;&#039;Origins&#039;&#039; (e.g. Teensy Queen), the only way to be consistent is to assume that these two clones are the same as well. And thus a different clone from Bad Rayman, which makes sense as the latter is nothing more than a spell, not a character. But then, this becomes inconsistent with Polokus&#039; quote in &#039;&#039;Origins&#039;&#039; which mentions Mr Dark as his creator.&lt;br /&gt;
::::So, unless someone can think of a better explanation, I see only two alternatives:&lt;br /&gt;
::::*We disregard Polokus&#039; quote in &#039;&#039;Origins&#039;&#039; as a joke or as some oddity or incoherence and stick to the separation I mentioned above.&lt;br /&gt;
::::*We accept the fact that there is no way to make sense out of the contradicting information we are provided (not surprising given how much these games are focused on the story line) and keep all the “DarkRay”/Raymesis information in the Bad Rayman article, mentioning the said inconsistencies.&lt;br /&gt;
::::—[[File:RRRGBAIcon8.png|link=User:Hunchman801]][[File:RRRGBAIcon0.gif|link=User:Hunchman801]][[File:RRRGBAIcon1.png|link=User:Hunchman801]] 15:08, 10 September 2013 (CEST)&lt;br /&gt;
:::::I prefer the second option. --[[User:Iheckler9|iHeckler9]][[File:Life.gif|link=User:Iheckler9]] 18:36, 10 September 2013 (CEST)&lt;br /&gt;
::::::I also go for the second option. There isn&#039;t much we can do. --[[Image:Sparkle.gif]][[User:Haruka|Haruka]][[Image:Sparkle.gif]] 00:30, 11 September 2013 (CEST)&lt;br /&gt;
:::::::So, we&#039;re keeping Raymesis as Bad Rayman. So, should I or someone else make another Dark Rayman page solely for the Legend&#039;s iteration?--[[User:Master|Master]] ([[User talk:Master|talk]]) 21:23, 2 October 2013 (CEST)&lt;br /&gt;
:::::::It isn&#039;t that hard to figure out. He&#039;s just a filler. Raymesis is clearly not Dark Rayman because Dark Rayman is in the game (Also, we clarified that Dark Rayman is named &amp;quot;Dark Rayman&amp;quot; in Origins, and not &amp;quot;DarkRay&amp;quot;. This is supported by the fact that he&#039;s named &amp;quot;Dark Rayman&amp;quot; in Jungle Run&#039;s DLC, and that Polokus calls Rayman &amp;quot;Ray&amp;quot;, so it makes sense for him to call Dark Rayman &amp;quot;DarkRay&amp;quot;). HOWEVER.... If Raymesis deserves an article or not... err, that should be decided with more clarity. I think it&#039;s okay to simply contain Raymesis as a little portion of Dark Rayman&#039;s article, since there&#039;s little to no story about him, and he&#039;s just an excuse to make Dark Rayman still playable. Opinions?--[[User:Sergiomonty|Sergiomonty]] ([[User talk:Sergiomonty|talk]]) 08:20, 3 October 2013 (CEST)&lt;br /&gt;
::::::::I think there is a bigger chance that Bad Rayman was renamed to Raymesis and the Dark Rayman from the Invaded Levels is a new character than Raymesis being just an evil dude and Dark Rayman from the I.L. being Bad Rayman from R1 and RO.It&#039;s very unlikely that the developers decided to create a character which looks 99% like Bad Rayman,but is actually another guy.--[[User:TFDs39|TFDs39]]&lt;br /&gt;
:::::::::The Dark Rayman from the Invaded levels is definitely the same as the Bad Rayman from the original game: he&#039;s not a character, just a spell, chases Rayman copying his moves and kills him on contact. DarkRay from &#039;&#039;Origins&#039;&#039; and Raymesis from &#039;&#039;Legends&#039;&#039; are actual characters, probably the same as they&#039;re identical. —[[File:RRRGBAIcon8.png|link=User:Hunchman801]][[File:RRRGBAIcon0.gif|link=User:Hunchman801]][[File:RRRGBAIcon1.png|link=User:Hunchman801]] 14:30, 10 October 2013 (CEST)&lt;br /&gt;
::::::::::But,Humch,you are forgetting that Polokus confirmed in RO that Bad Rayman and DarkRay are the same.&lt;br /&gt;
::::::::::In my opinion,the easiest way to solve this is to leave Bad Rayman,DarkRay(he was already confirmed) and Raymesis(He looks totally like DarkRay) as the same characters and create a new page for the Dark Rayman from IL.&lt;br /&gt;
::::::::::I know there is a good reason why&#039;d you think Bad Rayman and Dark Rayman are the same,but if Dark Rayman does what Bad Rayman did in the past,it doesn&#039;t automatically mean they are the same.If we go on the appearance way,I think that would the simplest path to solve this--[[User:TFDs39|TFDs39]]&lt;/div&gt;</summary>
		<author><name>Technology4617</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=Talk:Bad_Rayman&amp;diff=55100</id>
		<title>Talk:Bad Rayman</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=Talk:Bad_Rayman&amp;diff=55100"/>
		<updated>2017-02-02T08:49:06Z</updated>

		<summary type="html">&lt;p&gt;Technology4617: /* Continued nitpicking over the title of the article. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Continued nitpicking over the title of the article. ==&lt;br /&gt;
&lt;br /&gt;
I find it odd that no one seems to have mentioned that &amp;quot;Dark Rayman,&amp;quot; as presented in Rayman 1, is a parody of Dark Link from the Zelda series, in both appearance and behavior. This would seem to indicate that Dark Rayman would be the most appropriate title for the unnamed character.&lt;br /&gt;
&lt;br /&gt;
Reading the talk page, it seems that the reason for titling the article &amp;quot;Bad Rayman&amp;quot; seems to stem from something written in the manual for the British release of &#039;&#039;Rayman Brain Games&#039;&#039;. The manual for a semi-obscure edutainment spinoff seems like a bit of an iffy source to me; I can&#039;t imagine the writers were paid very much for their trouble, and were likely translating from a French manuscript.&lt;br /&gt;
&lt;br /&gt;
To note, in the American copy of the game I have, the manual doesn&#039;t have any references to &amp;quot;Bad Rayman,&amp;quot; though I&#039;d like to point out that the Magician is intermittently and incorrectly referred to as &amp;quot;the Wizard.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Moreover, the release of Revenge of the Dark is on the somewhat distant horizon. If the game is to be considered canon, the character is going to be explicitly referred to as &amp;quot;Dark Rayman&amp;quot; over the course of the game, as the primary antagonist, which would make the title of this article a bit silly at that point. --[https://www.youtube.com/channel/UC5nMFC7r5fHTOCD8qfR5pmA RayMedia]&lt;br /&gt;
&lt;br /&gt;
==Name==&lt;br /&gt;
&lt;br /&gt;
In Rayman Advance, during this level, you can clearly see &amp;quot;Watch out for Dark Rayman!&amp;quot; therefore his name is Dark Rayman. I&#039;d like to know one game where he is called Bad Rayman. Just name one. [[User:Sabertooth1000000000|Sabertooth1000000000]] 19:08, 28 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Maths and English with Rayman/Rayman Junior&#039;s manual, ok.  --[[Image:RKartHead.gif]]  &#039;&#039;&#039;[[User:Staceyw|StaceyW]] &amp;amp;#9836;&#039;&#039;&#039; 19:22, 28 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: This question was already answered in the Talk:Dark Rayman page. Feel free to share your thoughts over there.&lt;br /&gt;
:: [[User:Hunchman801|Hunchman801]] 00:20, 11 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Sorry for my rudeness. I was 12. [[User:Sabertooth1000000000|Sabertooth1000000000]] ([[User talk:Sabertooth1000000000|talk]]) 07:35, 3 January 2014 (CET)&lt;br /&gt;
&lt;br /&gt;
29 December 2009&lt;br /&gt;
Raymanfan219 wrote:&lt;br /&gt;
&lt;br /&gt;
I learned that it was Dark Rayman. I never was there in the first Rayman game because i&lt;br /&gt;
had to reinstall my computer and i don&#039;t knew how to put it anywhere else. But now i know it.&lt;br /&gt;
Everything was erased so i had to start over again. I am almost near the same place as i was&lt;br /&gt;
before. But i don&#039;t play it some many times anymore. Now i have the full serie until raving rabbids.&lt;br /&gt;
I hate Raving Rabbids so. I have 2 Revolution 3 and M for the Ps2 and 1,2 The Great Escape,3 and&lt;br /&gt;
m for the pc. M is also called Arena. And in Gold it is called Dark Rayman.&lt;br /&gt;
&lt;br /&gt;
==Colour Palette==&lt;br /&gt;
&lt;br /&gt;
Now that I checked that Dark Ray has a different colour palette than the original Bad Rayman... In which cases a different colour palette makes a character different? Because I read the [[Dark Rayman]] article and the only difference between him and Bad Rayman is the colour palette. Maybe they look different, but they share exactly the same concept of an evil clone of Rayman, and both are, possibly, the exact same character. Actually, in the Atari Jaguar and Gameboy Advance versions of Rayman 1 Bad Rayman is named &amp;quot;Dark Rayman&amp;quot;, like in Rayman Arena. Why don&#039;t we just put together both articles? I can understand that there&#039;s a clear difference between Dark Globox and Gromblox, as both have different concepts (one is an evil clone, the other one is just a criminal glute), but Dark Rayman and Bad Rayman being different characters? I don&#039;t think so.--[[User:Sergiomonty|Sergiomonty]] 07:06, 14 December 2011 (UTC)&lt;br /&gt;
:To make it short, the skin in Origins is almost identical to Bad Rayman from the original game, while the one in Arena looks nothing like him. The name issue has already been addressed numerous times, except for your mention of the Jaguar version: could you please back up your claim? —[[File:RRRGBAIcon8.png|link=User:Hunchman801]][[File:RRRGBAIcon0.gif|link=User:Hunchman801]][[File:RRRGBAIcon1.png|link=User:Hunchman801]] 23:55, 14 December 2011 (UTC)&lt;br /&gt;
:Atari Jaguar? But Bad Rayman does not appear in this version... I wonder if both characters can be considered the same, but I don&#039;t believe... There&#039;s no indication that Rayman Arena&#039;s Dark Rayman is a creation of Mr. Dark. --[[Image:Sparkle.gif]][[User:Haruka|Haruka]][[Image:Sparkle.gif]] 23:57, 14 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==DarkRay?==&lt;br /&gt;
&lt;br /&gt;
Does the Bubble Dreamer only call him DarkRay in certain versions of Rayman Origins? I&#039;ve got the Australian version, and he doesn&#039;t mention anything about the name DarkRay at all.&lt;br /&gt;
&lt;br /&gt;
[[User:Psittacidae13|Psittacidae13]] 03:48, 19 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:In the English version he does. --[[Image:Sparkle.gif]][[User:Haruka|Haruka]][[Image:Sparkle.gif]] 11:20, 19 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ah, ok then. Thanks for the info! :)&lt;br /&gt;
&lt;br /&gt;
[[User:Psittacidae13|Psittacidae13]] 11:39, 19 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Scale?==&lt;br /&gt;
Is it just me, or does the picture of Bad Rayman from Rayman Origins have his body being a bit too small? &lt;br /&gt;
I&#039;ve just been looking between the picture of Rayman on this wiki and comparing the two; Bad Rayman&#039;s body just looks a bit small to me...&lt;br /&gt;
&lt;br /&gt;
[[User:Psittacidae13|Psittacidae13]] 07:13, 22 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:It does, but yet again this image is made from Drolpiraat&#039;s texture pack. I had to scale the Sea King&#039;s body segments and legs in order to fit them properly. The same may count for many other textures. You need to compare with references from the actual game in order to make it look right. [[User:Spanex|Spanex]] 07:43, 22 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dark Ray...man?==&lt;br /&gt;
&lt;br /&gt;
Is it possible that his full name is &amp;quot;Dark Rayman&amp;quot;? So far, the only evidence of his rename is the Bubble Dreamer, but I just noticed that the Bubble Dreamer also calls Rayman &amp;quot;Ray&amp;quot;--[[User:Sergiomonty|Sergiomonty]] 23:33, 31 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Yes, he&#039;s referred to as &#039;Dark Rayman&#039; in some material, starting with Rayman Advance. —[[User:Spiraldoor|Spiraldoor]] [[File:IconSpiralDoor.png|link=User:Spiraldoor]] 13:41, 1 January 2012 (UTC)&lt;br /&gt;
::Exactly. But I think we shouldn&#039;t be very worried with the real name. --[[Image:Sparkle.gif]][[User:Haruka|Haruka]][[Image:Sparkle.gif]] 13:58, 1 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: What should we do now? Call him Dark Rayman again? :s--[[User:Sergiomonty|Sergiomonty]] 18:56, 1 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::I think the page is fine just the way it is. —[[User:Spiraldoor|Spiraldoor]] [[File:IconSpiralDoor.png|link=User:Spiraldoor]] 19:06, 1 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Raymesis==&lt;br /&gt;
How are we proceeding with the name change and the new Dark Rayman? --[[User:Master|Master]] ([[User talk:Master|talk]]) 18:26, 31 August 2013 (CEST)&lt;br /&gt;
:I defend we keep as Bad Rayman, just like we did with the Antitoons we kept their original name, and only mentioned &amp;quot;also known as Darktoons&amp;quot;. We should do the same process for Bad Rayman. --[[Image:Sparkle.gif]][[User:Haruka|Haruka]][[Image:Sparkle.gif]] 12:32, 1 September 2013 (CEST)&lt;br /&gt;
::Very well, I&#039;ve created a redirect page for Raymesis, and added the Legends character section here, so I guess alls well ends well. --[[User:Master|Master]] ([[User talk:Master|talk]]) 13:55, 1 September 2013 (CEST)&lt;br /&gt;
:Now this is tricky. It seems like there&#039;s three evil clones:&lt;br /&gt;
:*Bad Rayman, later referred to as Rayman&#039;s Wicked Double and Dark Rayman, who appears in the original game, its Game Boy Color adaptation and [[Rayman Legends]]; he appears to be a spell, copying every of Rayman&#039;s moves and causing death upon contact&lt;br /&gt;
:*Dark Rayman, a skin in &#039;&#039;Rayman Arena&#039;&#039;&lt;br /&gt;
:*Raymesis, a playable character in &#039;&#039;Rayman Origins&#039;&#039; and &#039;&#039;Rayman Legends&#039;&#039;&lt;br /&gt;
:In that regard, we could keep &#039;&#039;&#039;Bad Rayman&#039;&#039;&#039; as the main article for the first one, use &#039;&#039;&#039;Dark Rayman&#039;&#039;&#039; as a redirect, then &#039;&#039;&#039;Dark Rayman (Rayman Arena)&#039;&#039;&#039; would be used instead for the second one, and &#039;&#039;&#039;Raymesis&#039;&#039;&#039; would be the article for the third one.&lt;br /&gt;
:The only thing that bothers me is how much Raymesis looks like the original Bad Rayman, who is quite different from the one in &#039;&#039;Legends&#039;&#039;.&lt;br /&gt;
:What do you guys think? —[[File:RRRGBAIcon8.png|link=User:Hunchman801]][[File:RRRGBAIcon0.gif|link=User:Hunchman801]][[File:RRRGBAIcon1.png|link=User:Hunchman801]] 14:08, 9 September 2013 (CEST)&lt;br /&gt;
::I agree with what you said, I also defended the original use of Bad Rayman. --[[Image:Sparkle.gif]][[User:Haruka|Haruka]][[Image:Sparkle.gif]] 15:53, 9 September 2013 (CEST)&lt;br /&gt;
:::I agree with you too.&lt;br /&gt;
:::But in &#039;&#039;Rayman Origins&#039;&#039;, when you pull on the beard of Polokus with the evil clone, he says that his creator is Mr. Dark (“Blame it on Mr. Dark!”) and calls him DarkRay.&lt;br /&gt;
:::So I think that the evil clone from &#039;&#039;Origins&#039;&#039; is also the original Bad Rayman.&lt;br /&gt;
:::Raymesis appears in &#039;&#039;Rayman Legends&#039;&#039;, not in &#039;&#039;Origins&#039;&#039;. -- [[User:Boomboleros7|Boomboleros7]] 21:09, 9 September 2013 (CEST)&lt;br /&gt;
::::Then this is getting really complicated now. Raymesis from &#039;&#039;Legends&#039;&#039; looks exactly the same as the evil clone in &#039;&#039;Origins&#039;&#039;, and just like we considered characters from &#039;&#039;Legends&#039;&#039; to be the same as their identical counterparts from &#039;&#039;Origins&#039;&#039; (e.g. Teensy Queen), the only way to be consistent is to assume that these two clones are the same as well. And thus a different clone from Bad Rayman, which makes sense as the latter is nothing more than a spell, not a character. But then, this becomes inconsistent with Polokus&#039; quote in &#039;&#039;Origins&#039;&#039; which mentions Mr Dark as his creator.&lt;br /&gt;
::::So, unless someone can think of a better explanation, I see only two alternatives:&lt;br /&gt;
::::*We disregard Polokus&#039; quote in &#039;&#039;Origins&#039;&#039; as a joke or as some oddity or incoherence and stick to the separation I mentioned above.&lt;br /&gt;
::::*We accept the fact that there is no way to make sense out of the contradicting information we are provided (not surprising given how much these games are focused on the story line) and keep all the “DarkRay”/Raymesis information in the Bad Rayman article, mentioning the said inconsistencies.&lt;br /&gt;
::::—[[File:RRRGBAIcon8.png|link=User:Hunchman801]][[File:RRRGBAIcon0.gif|link=User:Hunchman801]][[File:RRRGBAIcon1.png|link=User:Hunchman801]] 15:08, 10 September 2013 (CEST)&lt;br /&gt;
:::::I prefer the second option. --[[User:Iheckler9|iHeckler9]][[File:Life.gif|link=User:Iheckler9]] 18:36, 10 September 2013 (CEST)&lt;br /&gt;
::::::I also go for the second option. There isn&#039;t much we can do. --[[Image:Sparkle.gif]][[User:Haruka|Haruka]][[Image:Sparkle.gif]] 00:30, 11 September 2013 (CEST)&lt;br /&gt;
:::::::So, we&#039;re keeping Raymesis as Bad Rayman. So, should I or someone else make another Dark Rayman page solely for the Legend&#039;s iteration?--[[User:Master|Master]] ([[User talk:Master|talk]]) 21:23, 2 October 2013 (CEST)&lt;br /&gt;
:::::::It isn&#039;t that hard to figure out. He&#039;s just a filler. Raymesis is clearly not Dark Rayman because Dark Rayman is in the game (Also, we clarified that Dark Rayman is named &amp;quot;Dark Rayman&amp;quot; in Origins, and not &amp;quot;DarkRay&amp;quot;. This is supported by the fact that he&#039;s named &amp;quot;Dark Rayman&amp;quot; in Jungle Run&#039;s DLC, and that Polokus calls Rayman &amp;quot;Ray&amp;quot;, so it makes sense for him to call Dark Rayman &amp;quot;DarkRay&amp;quot;). HOWEVER.... If Raymesis deserves an article or not... err, that should be decided with more clarity. I think it&#039;s okay to simply contain Raymesis as a little portion of Dark Rayman&#039;s article, since there&#039;s little to no story about him, and he&#039;s just an excuse to make Dark Rayman still playable. Opinions?--[[User:Sergiomonty|Sergiomonty]] ([[User talk:Sergiomonty|talk]]) 08:20, 3 October 2013 (CEST)&lt;br /&gt;
::::::::I think there is a bigger chance that Bad Rayman was renamed to Raymesis and the Dark Rayman from the Invaded Levels is a new character than Raymesis being just an evil dude and Dark Rayman from the I.L. being Bad Rayman from R1 and RO.It&#039;s very unlikely that the developers decided to create a character which looks 99% like Bad Rayman,but is actually another guy.--[[User:TFDs39|TFDs39]]&lt;br /&gt;
:::::::::The Dark Rayman from the Invaded levels is definitely the same as the Bad Rayman from the original game: he&#039;s not a character, just a spell, chases Rayman copying his moves and kills him on contact. DarkRay from &#039;&#039;Origins&#039;&#039; and Raymesis from &#039;&#039;Legends&#039;&#039; are actual characters, probably the same as they&#039;re identical. —[[File:RRRGBAIcon8.png|link=User:Hunchman801]][[File:RRRGBAIcon0.gif|link=User:Hunchman801]][[File:RRRGBAIcon1.png|link=User:Hunchman801]] 14:30, 10 October 2013 (CEST)&lt;br /&gt;
::::::::::But,Humch,you are forgetting that Polokus confirmed in RO that Bad Rayman and DarkRay are the same.&lt;br /&gt;
::::::::::In my opinion,the easiest way to solve this is to leave Bad Rayman,DarkRay(he was already confirmed) and Raymesis(He looks totally like DarkRay) as the same characters and create a new page for the Dark Rayman from IL.&lt;br /&gt;
::::::::::I know there is a good reason why&#039;d you think Bad Rayman and Dark Rayman are the same,but if Dark Rayman does what Bad Rayman did in the past,it doesn&#039;t automatically mean they are the same.If we go on the appearance way,I think that would the simplest path to solve this--[[User:TFDs39|TFDs39]]&lt;/div&gt;</summary>
		<author><name>Technology4617</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=Talk:Bad_Rayman&amp;diff=55099</id>
		<title>Talk:Bad Rayman</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=Talk:Bad_Rayman&amp;diff=55099"/>
		<updated>2017-02-02T03:49:24Z</updated>

		<summary type="html">&lt;p&gt;Technology4617: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Continued nitpicking over the title of the article. ==&lt;br /&gt;
&lt;br /&gt;
I find it odd that no one seems to have mentioned that &amp;quot;Dark Rayman,&amp;quot; as presented in Rayman 1, is a parody of Dark Link from the Zelda series, in both appearance and behavior. This would seem to indicate that Dark Rayman would be the most appropriate title for the unnamed character.&lt;br /&gt;
&lt;br /&gt;
Reading the talk page, it seems that the reason for titling the article &amp;quot;Bad Rayman&amp;quot; seems to stem from something written in the manual for the British release of &#039;&#039;Rayman Brain Games&#039;&#039;. The manual for a semi-obscure edutainment spinoff seems like a bit of an iffy source to me; I can&#039;t imagine the writers were paid very much for their trouble, and were likely translating from a French manuscript.&lt;br /&gt;
&lt;br /&gt;
To note, in the American copy of the game I have, the manual doesn&#039;t have any references to &amp;quot;Bad Rayman,&amp;quot; though I&#039;d like to point out that the Magician is intermittently and incorrectly referred to as &amp;quot;the Wizard.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Moreover, the release of Revenge of the Dark is on the somewhat distant horizon. If the game is to be considered canon, the character is going to be explicitly referred to as &amp;quot;Dark Rayman&amp;quot; over the course of the game, as the primary antagonist, which would make the title of this article a bit silly. --[https://www.youtube.com/channel/UC5nMFC7r5fHTOCD8qfR5pmA RayMedia]&lt;br /&gt;
&lt;br /&gt;
==Name==&lt;br /&gt;
&lt;br /&gt;
In Rayman Advance, during this level, you can clearly see &amp;quot;Watch out for Dark Rayman!&amp;quot; therefore his name is Dark Rayman. I&#039;d like to know one game where he is called Bad Rayman. Just name one. [[User:Sabertooth1000000000|Sabertooth1000000000]] 19:08, 28 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Maths and English with Rayman/Rayman Junior&#039;s manual, ok.  --[[Image:RKartHead.gif]]  &#039;&#039;&#039;[[User:Staceyw|StaceyW]] &amp;amp;#9836;&#039;&#039;&#039; 19:22, 28 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: This question was already answered in the Talk:Dark Rayman page. Feel free to share your thoughts over there.&lt;br /&gt;
:: [[User:Hunchman801|Hunchman801]] 00:20, 11 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Sorry for my rudeness. I was 12. [[User:Sabertooth1000000000|Sabertooth1000000000]] ([[User talk:Sabertooth1000000000|talk]]) 07:35, 3 January 2014 (CET)&lt;br /&gt;
&lt;br /&gt;
29 December 2009&lt;br /&gt;
Raymanfan219 wrote:&lt;br /&gt;
&lt;br /&gt;
I learned that it was Dark Rayman. I never was there in the first Rayman game because i&lt;br /&gt;
had to reinstall my computer and i don&#039;t knew how to put it anywhere else. But now i know it.&lt;br /&gt;
Everything was erased so i had to start over again. I am almost near the same place as i was&lt;br /&gt;
before. But i don&#039;t play it some many times anymore. Now i have the full serie until raving rabbids.&lt;br /&gt;
I hate Raving Rabbids so. I have 2 Revolution 3 and M for the Ps2 and 1,2 The Great Escape,3 and&lt;br /&gt;
m for the pc. M is also called Arena. And in Gold it is called Dark Rayman.&lt;br /&gt;
&lt;br /&gt;
==Colour Palette==&lt;br /&gt;
&lt;br /&gt;
Now that I checked that Dark Ray has a different colour palette than the original Bad Rayman... In which cases a different colour palette makes a character different? Because I read the [[Dark Rayman]] article and the only difference between him and Bad Rayman is the colour palette. Maybe they look different, but they share exactly the same concept of an evil clone of Rayman, and both are, possibly, the exact same character. Actually, in the Atari Jaguar and Gameboy Advance versions of Rayman 1 Bad Rayman is named &amp;quot;Dark Rayman&amp;quot;, like in Rayman Arena. Why don&#039;t we just put together both articles? I can understand that there&#039;s a clear difference between Dark Globox and Gromblox, as both have different concepts (one is an evil clone, the other one is just a criminal glute), but Dark Rayman and Bad Rayman being different characters? I don&#039;t think so.--[[User:Sergiomonty|Sergiomonty]] 07:06, 14 December 2011 (UTC)&lt;br /&gt;
:To make it short, the skin in Origins is almost identical to Bad Rayman from the original game, while the one in Arena looks nothing like him. The name issue has already been addressed numerous times, except for your mention of the Jaguar version: could you please back up your claim? —[[File:RRRGBAIcon8.png|link=User:Hunchman801]][[File:RRRGBAIcon0.gif|link=User:Hunchman801]][[File:RRRGBAIcon1.png|link=User:Hunchman801]] 23:55, 14 December 2011 (UTC)&lt;br /&gt;
:Atari Jaguar? But Bad Rayman does not appear in this version... I wonder if both characters can be considered the same, but I don&#039;t believe... There&#039;s no indication that Rayman Arena&#039;s Dark Rayman is a creation of Mr. Dark. --[[Image:Sparkle.gif]][[User:Haruka|Haruka]][[Image:Sparkle.gif]] 23:57, 14 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==DarkRay?==&lt;br /&gt;
&lt;br /&gt;
Does the Bubble Dreamer only call him DarkRay in certain versions of Rayman Origins? I&#039;ve got the Australian version, and he doesn&#039;t mention anything about the name DarkRay at all.&lt;br /&gt;
&lt;br /&gt;
[[User:Psittacidae13|Psittacidae13]] 03:48, 19 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:In the English version he does. --[[Image:Sparkle.gif]][[User:Haruka|Haruka]][[Image:Sparkle.gif]] 11:20, 19 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ah, ok then. Thanks for the info! :)&lt;br /&gt;
&lt;br /&gt;
[[User:Psittacidae13|Psittacidae13]] 11:39, 19 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Scale?==&lt;br /&gt;
Is it just me, or does the picture of Bad Rayman from Rayman Origins have his body being a bit too small? &lt;br /&gt;
I&#039;ve just been looking between the picture of Rayman on this wiki and comparing the two; Bad Rayman&#039;s body just looks a bit small to me...&lt;br /&gt;
&lt;br /&gt;
[[User:Psittacidae13|Psittacidae13]] 07:13, 22 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:It does, but yet again this image is made from Drolpiraat&#039;s texture pack. I had to scale the Sea King&#039;s body segments and legs in order to fit them properly. The same may count for many other textures. You need to compare with references from the actual game in order to make it look right. [[User:Spanex|Spanex]] 07:43, 22 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dark Ray...man?==&lt;br /&gt;
&lt;br /&gt;
Is it possible that his full name is &amp;quot;Dark Rayman&amp;quot;? So far, the only evidence of his rename is the Bubble Dreamer, but I just noticed that the Bubble Dreamer also calls Rayman &amp;quot;Ray&amp;quot;--[[User:Sergiomonty|Sergiomonty]] 23:33, 31 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Yes, he&#039;s referred to as &#039;Dark Rayman&#039; in some material, starting with Rayman Advance. —[[User:Spiraldoor|Spiraldoor]] [[File:IconSpiralDoor.png|link=User:Spiraldoor]] 13:41, 1 January 2012 (UTC)&lt;br /&gt;
::Exactly. But I think we shouldn&#039;t be very worried with the real name. --[[Image:Sparkle.gif]][[User:Haruka|Haruka]][[Image:Sparkle.gif]] 13:58, 1 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: What should we do now? Call him Dark Rayman again? :s--[[User:Sergiomonty|Sergiomonty]] 18:56, 1 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::I think the page is fine just the way it is. —[[User:Spiraldoor|Spiraldoor]] [[File:IconSpiralDoor.png|link=User:Spiraldoor]] 19:06, 1 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Raymesis==&lt;br /&gt;
How are we proceeding with the name change and the new Dark Rayman? --[[User:Master|Master]] ([[User talk:Master|talk]]) 18:26, 31 August 2013 (CEST)&lt;br /&gt;
:I defend we keep as Bad Rayman, just like we did with the Antitoons we kept their original name, and only mentioned &amp;quot;also known as Darktoons&amp;quot;. We should do the same process for Bad Rayman. --[[Image:Sparkle.gif]][[User:Haruka|Haruka]][[Image:Sparkle.gif]] 12:32, 1 September 2013 (CEST)&lt;br /&gt;
::Very well, I&#039;ve created a redirect page for Raymesis, and added the Legends character section here, so I guess alls well ends well. --[[User:Master|Master]] ([[User talk:Master|talk]]) 13:55, 1 September 2013 (CEST)&lt;br /&gt;
:Now this is tricky. It seems like there&#039;s three evil clones:&lt;br /&gt;
:*Bad Rayman, later referred to as Rayman&#039;s Wicked Double and Dark Rayman, who appears in the original game, its Game Boy Color adaptation and [[Rayman Legends]]; he appears to be a spell, copying every of Rayman&#039;s moves and causing death upon contact&lt;br /&gt;
:*Dark Rayman, a skin in &#039;&#039;Rayman Arena&#039;&#039;&lt;br /&gt;
:*Raymesis, a playable character in &#039;&#039;Rayman Origins&#039;&#039; and &#039;&#039;Rayman Legends&#039;&#039;&lt;br /&gt;
:In that regard, we could keep &#039;&#039;&#039;Bad Rayman&#039;&#039;&#039; as the main article for the first one, use &#039;&#039;&#039;Dark Rayman&#039;&#039;&#039; as a redirect, then &#039;&#039;&#039;Dark Rayman (Rayman Arena)&#039;&#039;&#039; would be used instead for the second one, and &#039;&#039;&#039;Raymesis&#039;&#039;&#039; would be the article for the third one.&lt;br /&gt;
:The only thing that bothers me is how much Raymesis looks like the original Bad Rayman, who is quite different from the one in &#039;&#039;Legends&#039;&#039;.&lt;br /&gt;
:What do you guys think? —[[File:RRRGBAIcon8.png|link=User:Hunchman801]][[File:RRRGBAIcon0.gif|link=User:Hunchman801]][[File:RRRGBAIcon1.png|link=User:Hunchman801]] 14:08, 9 September 2013 (CEST)&lt;br /&gt;
::I agree with what you said, I also defended the original use of Bad Rayman. --[[Image:Sparkle.gif]][[User:Haruka|Haruka]][[Image:Sparkle.gif]] 15:53, 9 September 2013 (CEST)&lt;br /&gt;
:::I agree with you too.&lt;br /&gt;
:::But in &#039;&#039;Rayman Origins&#039;&#039;, when you pull on the beard of Polokus with the evil clone, he says that his creator is Mr. Dark (“Blame it on Mr. Dark!”) and calls him DarkRay.&lt;br /&gt;
:::So I think that the evil clone from &#039;&#039;Origins&#039;&#039; is also the original Bad Rayman.&lt;br /&gt;
:::Raymesis appears in &#039;&#039;Rayman Legends&#039;&#039;, not in &#039;&#039;Origins&#039;&#039;. -- [[User:Boomboleros7|Boomboleros7]] 21:09, 9 September 2013 (CEST)&lt;br /&gt;
::::Then this is getting really complicated now. Raymesis from &#039;&#039;Legends&#039;&#039; looks exactly the same as the evil clone in &#039;&#039;Origins&#039;&#039;, and just like we considered characters from &#039;&#039;Legends&#039;&#039; to be the same as their identical counterparts from &#039;&#039;Origins&#039;&#039; (e.g. Teensy Queen), the only way to be consistent is to assume that these two clones are the same as well. And thus a different clone from Bad Rayman, which makes sense as the latter is nothing more than a spell, not a character. But then, this becomes inconsistent with Polokus&#039; quote in &#039;&#039;Origins&#039;&#039; which mentions Mr Dark as his creator.&lt;br /&gt;
::::So, unless someone can think of a better explanation, I see only two alternatives:&lt;br /&gt;
::::*We disregard Polokus&#039; quote in &#039;&#039;Origins&#039;&#039; as a joke or as some oddity or incoherence and stick to the separation I mentioned above.&lt;br /&gt;
::::*We accept the fact that there is no way to make sense out of the contradicting information we are provided (not surprising given how much these games are focused on the story line) and keep all the “DarkRay”/Raymesis information in the Bad Rayman article, mentioning the said inconsistencies.&lt;br /&gt;
::::—[[File:RRRGBAIcon8.png|link=User:Hunchman801]][[File:RRRGBAIcon0.gif|link=User:Hunchman801]][[File:RRRGBAIcon1.png|link=User:Hunchman801]] 15:08, 10 September 2013 (CEST)&lt;br /&gt;
:::::I prefer the second option. --[[User:Iheckler9|iHeckler9]][[File:Life.gif|link=User:Iheckler9]] 18:36, 10 September 2013 (CEST)&lt;br /&gt;
::::::I also go for the second option. There isn&#039;t much we can do. --[[Image:Sparkle.gif]][[User:Haruka|Haruka]][[Image:Sparkle.gif]] 00:30, 11 September 2013 (CEST)&lt;br /&gt;
:::::::So, we&#039;re keeping Raymesis as Bad Rayman. So, should I or someone else make another Dark Rayman page solely for the Legend&#039;s iteration?--[[User:Master|Master]] ([[User talk:Master|talk]]) 21:23, 2 October 2013 (CEST)&lt;br /&gt;
:::::::It isn&#039;t that hard to figure out. He&#039;s just a filler. Raymesis is clearly not Dark Rayman because Dark Rayman is in the game (Also, we clarified that Dark Rayman is named &amp;quot;Dark Rayman&amp;quot; in Origins, and not &amp;quot;DarkRay&amp;quot;. This is supported by the fact that he&#039;s named &amp;quot;Dark Rayman&amp;quot; in Jungle Run&#039;s DLC, and that Polokus calls Rayman &amp;quot;Ray&amp;quot;, so it makes sense for him to call Dark Rayman &amp;quot;DarkRay&amp;quot;). HOWEVER.... If Raymesis deserves an article or not... err, that should be decided with more clarity. I think it&#039;s okay to simply contain Raymesis as a little portion of Dark Rayman&#039;s article, since there&#039;s little to no story about him, and he&#039;s just an excuse to make Dark Rayman still playable. Opinions?--[[User:Sergiomonty|Sergiomonty]] ([[User talk:Sergiomonty|talk]]) 08:20, 3 October 2013 (CEST)&lt;br /&gt;
::::::::I think there is a bigger chance that Bad Rayman was renamed to Raymesis and the Dark Rayman from the Invaded Levels is a new character than Raymesis being just an evil dude and Dark Rayman from the I.L. being Bad Rayman from R1 and RO.It&#039;s very unlikely that the developers decided to create a character which looks 99% like Bad Rayman,but is actually another guy.--[[User:TFDs39|TFDs39]]&lt;br /&gt;
:::::::::The Dark Rayman from the Invaded levels is definitely the same as the Bad Rayman from the original game: he&#039;s not a character, just a spell, chases Rayman copying his moves and kills him on contact. DarkRay from &#039;&#039;Origins&#039;&#039; and Raymesis from &#039;&#039;Legends&#039;&#039; are actual characters, probably the same as they&#039;re identical. —[[File:RRRGBAIcon8.png|link=User:Hunchman801]][[File:RRRGBAIcon0.gif|link=User:Hunchman801]][[File:RRRGBAIcon1.png|link=User:Hunchman801]] 14:30, 10 October 2013 (CEST)&lt;br /&gt;
::::::::::But,Humch,you are forgetting that Polokus confirmed in RO that Bad Rayman and DarkRay are the same.&lt;br /&gt;
::::::::::In my opinion,the easiest way to solve this is to leave Bad Rayman,DarkRay(he was already confirmed) and Raymesis(He looks totally like DarkRay) as the same characters and create a new page for the Dark Rayman from IL.&lt;br /&gt;
::::::::::I know there is a good reason why&#039;d you think Bad Rayman and Dark Rayman are the same,but if Dark Rayman does what Bad Rayman did in the past,it doesn&#039;t automatically mean they are the same.If we go on the appearance way,I think that would the simplest path to solve this--[[User:TFDs39|TFDs39]]&lt;/div&gt;</summary>
		<author><name>Technology4617</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=Talk:Bad_Rayman&amp;diff=55098</id>
		<title>Talk:Bad Rayman</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=Talk:Bad_Rayman&amp;diff=55098"/>
		<updated>2017-02-02T03:47:49Z</updated>

		<summary type="html">&lt;p&gt;Technology4617: /* Continued nitpicking over the title of the article. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Name==&lt;br /&gt;
&lt;br /&gt;
In Rayman Advance, during this level, you can clearly see &amp;quot;Watch out for Dark Rayman!&amp;quot; therefore his name is Dark Rayman. I&#039;d like to know one game where he is called Bad Rayman. Just name one. [[User:Sabertooth1000000000|Sabertooth1000000000]] 19:08, 28 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Maths and English with Rayman/Rayman Junior&#039;s manual, ok.  --[[Image:RKartHead.gif]]  &#039;&#039;&#039;[[User:Staceyw|StaceyW]] &amp;amp;#9836;&#039;&#039;&#039; 19:22, 28 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: This question was already answered in the Talk:Dark Rayman page. Feel free to share your thoughts over there.&lt;br /&gt;
:: [[User:Hunchman801|Hunchman801]] 00:20, 11 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Sorry for my rudeness. I was 12. [[User:Sabertooth1000000000|Sabertooth1000000000]] ([[User talk:Sabertooth1000000000|talk]]) 07:35, 3 January 2014 (CET)&lt;br /&gt;
&lt;br /&gt;
29 December 2009&lt;br /&gt;
Raymanfan219 wrote:&lt;br /&gt;
&lt;br /&gt;
I learned that it was Dark Rayman. I never was there in the first Rayman game because i&lt;br /&gt;
had to reinstall my computer and i don&#039;t knew how to put it anywhere else. But now i know it.&lt;br /&gt;
Everything was erased so i had to start over again. I am almost near the same place as i was&lt;br /&gt;
before. But i don&#039;t play it some many times anymore. Now i have the full serie until raving rabbids.&lt;br /&gt;
I hate Raving Rabbids so. I have 2 Revolution 3 and M for the Ps2 and 1,2 The Great Escape,3 and&lt;br /&gt;
m for the pc. M is also called Arena. And in Gold it is called Dark Rayman.&lt;br /&gt;
&lt;br /&gt;
==Colour Palette==&lt;br /&gt;
&lt;br /&gt;
Now that I checked that Dark Ray has a different colour palette than the original Bad Rayman... In which cases a different colour palette makes a character different? Because I read the [[Dark Rayman]] article and the only difference between him and Bad Rayman is the colour palette. Maybe they look different, but they share exactly the same concept of an evil clone of Rayman, and both are, possibly, the exact same character. Actually, in the Atari Jaguar and Gameboy Advance versions of Rayman 1 Bad Rayman is named &amp;quot;Dark Rayman&amp;quot;, like in Rayman Arena. Why don&#039;t we just put together both articles? I can understand that there&#039;s a clear difference between Dark Globox and Gromblox, as both have different concepts (one is an evil clone, the other one is just a criminal glute), but Dark Rayman and Bad Rayman being different characters? I don&#039;t think so.--[[User:Sergiomonty|Sergiomonty]] 07:06, 14 December 2011 (UTC)&lt;br /&gt;
:To make it short, the skin in Origins is almost identical to Bad Rayman from the original game, while the one in Arena looks nothing like him. The name issue has already been addressed numerous times, except for your mention of the Jaguar version: could you please back up your claim? —[[File:RRRGBAIcon8.png|link=User:Hunchman801]][[File:RRRGBAIcon0.gif|link=User:Hunchman801]][[File:RRRGBAIcon1.png|link=User:Hunchman801]] 23:55, 14 December 2011 (UTC)&lt;br /&gt;
:Atari Jaguar? But Bad Rayman does not appear in this version... I wonder if both characters can be considered the same, but I don&#039;t believe... There&#039;s no indication that Rayman Arena&#039;s Dark Rayman is a creation of Mr. Dark. --[[Image:Sparkle.gif]][[User:Haruka|Haruka]][[Image:Sparkle.gif]] 23:57, 14 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==DarkRay?==&lt;br /&gt;
&lt;br /&gt;
Does the Bubble Dreamer only call him DarkRay in certain versions of Rayman Origins? I&#039;ve got the Australian version, and he doesn&#039;t mention anything about the name DarkRay at all.&lt;br /&gt;
&lt;br /&gt;
[[User:Psittacidae13|Psittacidae13]] 03:48, 19 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:In the English version he does. --[[Image:Sparkle.gif]][[User:Haruka|Haruka]][[Image:Sparkle.gif]] 11:20, 19 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ah, ok then. Thanks for the info! :)&lt;br /&gt;
&lt;br /&gt;
[[User:Psittacidae13|Psittacidae13]] 11:39, 19 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Scale?==&lt;br /&gt;
Is it just me, or does the picture of Bad Rayman from Rayman Origins have his body being a bit too small? &lt;br /&gt;
I&#039;ve just been looking between the picture of Rayman on this wiki and comparing the two; Bad Rayman&#039;s body just looks a bit small to me...&lt;br /&gt;
&lt;br /&gt;
[[User:Psittacidae13|Psittacidae13]] 07:13, 22 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:It does, but yet again this image is made from Drolpiraat&#039;s texture pack. I had to scale the Sea King&#039;s body segments and legs in order to fit them properly. The same may count for many other textures. You need to compare with references from the actual game in order to make it look right. [[User:Spanex|Spanex]] 07:43, 22 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dark Ray...man?==&lt;br /&gt;
&lt;br /&gt;
Is it possible that his full name is &amp;quot;Dark Rayman&amp;quot;? So far, the only evidence of his rename is the Bubble Dreamer, but I just noticed that the Bubble Dreamer also calls Rayman &amp;quot;Ray&amp;quot;--[[User:Sergiomonty|Sergiomonty]] 23:33, 31 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Yes, he&#039;s referred to as &#039;Dark Rayman&#039; in some material, starting with Rayman Advance. —[[User:Spiraldoor|Spiraldoor]] [[File:IconSpiralDoor.png|link=User:Spiraldoor]] 13:41, 1 January 2012 (UTC)&lt;br /&gt;
::Exactly. But I think we shouldn&#039;t be very worried with the real name. --[[Image:Sparkle.gif]][[User:Haruka|Haruka]][[Image:Sparkle.gif]] 13:58, 1 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: What should we do now? Call him Dark Rayman again? :s--[[User:Sergiomonty|Sergiomonty]] 18:56, 1 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::I think the page is fine just the way it is. —[[User:Spiraldoor|Spiraldoor]] [[File:IconSpiralDoor.png|link=User:Spiraldoor]] 19:06, 1 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Raymesis==&lt;br /&gt;
How are we proceeding with the name change and the new Dark Rayman? --[[User:Master|Master]] ([[User talk:Master|talk]]) 18:26, 31 August 2013 (CEST)&lt;br /&gt;
:I defend we keep as Bad Rayman, just like we did with the Antitoons we kept their original name, and only mentioned &amp;quot;also known as Darktoons&amp;quot;. We should do the same process for Bad Rayman. --[[Image:Sparkle.gif]][[User:Haruka|Haruka]][[Image:Sparkle.gif]] 12:32, 1 September 2013 (CEST)&lt;br /&gt;
::Very well, I&#039;ve created a redirect page for Raymesis, and added the Legends character section here, so I guess alls well ends well. --[[User:Master|Master]] ([[User talk:Master|talk]]) 13:55, 1 September 2013 (CEST)&lt;br /&gt;
:Now this is tricky. It seems like there&#039;s three evil clones:&lt;br /&gt;
:*Bad Rayman, later referred to as Rayman&#039;s Wicked Double and Dark Rayman, who appears in the original game, its Game Boy Color adaptation and [[Rayman Legends]]; he appears to be a spell, copying every of Rayman&#039;s moves and causing death upon contact&lt;br /&gt;
:*Dark Rayman, a skin in &#039;&#039;Rayman Arena&#039;&#039;&lt;br /&gt;
:*Raymesis, a playable character in &#039;&#039;Rayman Origins&#039;&#039; and &#039;&#039;Rayman Legends&#039;&#039;&lt;br /&gt;
:In that regard, we could keep &#039;&#039;&#039;Bad Rayman&#039;&#039;&#039; as the main article for the first one, use &#039;&#039;&#039;Dark Rayman&#039;&#039;&#039; as a redirect, then &#039;&#039;&#039;Dark Rayman (Rayman Arena)&#039;&#039;&#039; would be used instead for the second one, and &#039;&#039;&#039;Raymesis&#039;&#039;&#039; would be the article for the third one.&lt;br /&gt;
:The only thing that bothers me is how much Raymesis looks like the original Bad Rayman, who is quite different from the one in &#039;&#039;Legends&#039;&#039;.&lt;br /&gt;
:What do you guys think? —[[File:RRRGBAIcon8.png|link=User:Hunchman801]][[File:RRRGBAIcon0.gif|link=User:Hunchman801]][[File:RRRGBAIcon1.png|link=User:Hunchman801]] 14:08, 9 September 2013 (CEST)&lt;br /&gt;
::I agree with what you said, I also defended the original use of Bad Rayman. --[[Image:Sparkle.gif]][[User:Haruka|Haruka]][[Image:Sparkle.gif]] 15:53, 9 September 2013 (CEST)&lt;br /&gt;
:::I agree with you too.&lt;br /&gt;
:::But in &#039;&#039;Rayman Origins&#039;&#039;, when you pull on the beard of Polokus with the evil clone, he says that his creator is Mr. Dark (“Blame it on Mr. Dark!”) and calls him DarkRay.&lt;br /&gt;
:::So I think that the evil clone from &#039;&#039;Origins&#039;&#039; is also the original Bad Rayman.&lt;br /&gt;
:::Raymesis appears in &#039;&#039;Rayman Legends&#039;&#039;, not in &#039;&#039;Origins&#039;&#039;. -- [[User:Boomboleros7|Boomboleros7]] 21:09, 9 September 2013 (CEST)&lt;br /&gt;
::::Then this is getting really complicated now. Raymesis from &#039;&#039;Legends&#039;&#039; looks exactly the same as the evil clone in &#039;&#039;Origins&#039;&#039;, and just like we considered characters from &#039;&#039;Legends&#039;&#039; to be the same as their identical counterparts from &#039;&#039;Origins&#039;&#039; (e.g. Teensy Queen), the only way to be consistent is to assume that these two clones are the same as well. And thus a different clone from Bad Rayman, which makes sense as the latter is nothing more than a spell, not a character. But then, this becomes inconsistent with Polokus&#039; quote in &#039;&#039;Origins&#039;&#039; which mentions Mr Dark as his creator.&lt;br /&gt;
::::So, unless someone can think of a better explanation, I see only two alternatives:&lt;br /&gt;
::::*We disregard Polokus&#039; quote in &#039;&#039;Origins&#039;&#039; as a joke or as some oddity or incoherence and stick to the separation I mentioned above.&lt;br /&gt;
::::*We accept the fact that there is no way to make sense out of the contradicting information we are provided (not surprising given how much these games are focused on the story line) and keep all the “DarkRay”/Raymesis information in the Bad Rayman article, mentioning the said inconsistencies.&lt;br /&gt;
::::—[[File:RRRGBAIcon8.png|link=User:Hunchman801]][[File:RRRGBAIcon0.gif|link=User:Hunchman801]][[File:RRRGBAIcon1.png|link=User:Hunchman801]] 15:08, 10 September 2013 (CEST)&lt;br /&gt;
:::::I prefer the second option. --[[User:Iheckler9|iHeckler9]][[File:Life.gif|link=User:Iheckler9]] 18:36, 10 September 2013 (CEST)&lt;br /&gt;
::::::I also go for the second option. There isn&#039;t much we can do. --[[Image:Sparkle.gif]][[User:Haruka|Haruka]][[Image:Sparkle.gif]] 00:30, 11 September 2013 (CEST)&lt;br /&gt;
:::::::So, we&#039;re keeping Raymesis as Bad Rayman. So, should I or someone else make another Dark Rayman page solely for the Legend&#039;s iteration?--[[User:Master|Master]] ([[User talk:Master|talk]]) 21:23, 2 October 2013 (CEST)&lt;br /&gt;
:::::::It isn&#039;t that hard to figure out. He&#039;s just a filler. Raymesis is clearly not Dark Rayman because Dark Rayman is in the game (Also, we clarified that Dark Rayman is named &amp;quot;Dark Rayman&amp;quot; in Origins, and not &amp;quot;DarkRay&amp;quot;. This is supported by the fact that he&#039;s named &amp;quot;Dark Rayman&amp;quot; in Jungle Run&#039;s DLC, and that Polokus calls Rayman &amp;quot;Ray&amp;quot;, so it makes sense for him to call Dark Rayman &amp;quot;DarkRay&amp;quot;). HOWEVER.... If Raymesis deserves an article or not... err, that should be decided with more clarity. I think it&#039;s okay to simply contain Raymesis as a little portion of Dark Rayman&#039;s article, since there&#039;s little to no story about him, and he&#039;s just an excuse to make Dark Rayman still playable. Opinions?--[[User:Sergiomonty|Sergiomonty]] ([[User talk:Sergiomonty|talk]]) 08:20, 3 October 2013 (CEST)&lt;br /&gt;
::::::::I think there is a bigger chance that Bad Rayman was renamed to Raymesis and the Dark Rayman from the Invaded Levels is a new character than Raymesis being just an evil dude and Dark Rayman from the I.L. being Bad Rayman from R1 and RO.It&#039;s very unlikely that the developers decided to create a character which looks 99% like Bad Rayman,but is actually another guy.--[[User:TFDs39|TFDs39]]&lt;br /&gt;
:::::::::The Dark Rayman from the Invaded levels is definitely the same as the Bad Rayman from the original game: he&#039;s not a character, just a spell, chases Rayman copying his moves and kills him on contact. DarkRay from &#039;&#039;Origins&#039;&#039; and Raymesis from &#039;&#039;Legends&#039;&#039; are actual characters, probably the same as they&#039;re identical. —[[File:RRRGBAIcon8.png|link=User:Hunchman801]][[File:RRRGBAIcon0.gif|link=User:Hunchman801]][[File:RRRGBAIcon1.png|link=User:Hunchman801]] 14:30, 10 October 2013 (CEST)&lt;br /&gt;
::::::::::But,Humch,you are forgetting that Polokus confirmed in RO that Bad Rayman and DarkRay are the same.&lt;br /&gt;
::::::::::In my opinion,the easiest way to solve this is to leave Bad Rayman,DarkRay(he was already confirmed) and Raymesis(He looks totally like DarkRay) as the same characters and create a new page for the Dark Rayman from IL.&lt;br /&gt;
::::::::::I know there is a good reason why&#039;d you think Bad Rayman and Dark Rayman are the same,but if Dark Rayman does what Bad Rayman did in the past,it doesn&#039;t automatically mean they are the same.If we go on the appearance way,I think that would the simplest path to solve this--[[User:TFDs39|TFDs39]]&lt;br /&gt;
&lt;br /&gt;
== Continued nitpicking over the title of the article. ==&lt;br /&gt;
&lt;br /&gt;
I find it odd that no one seems to have mentioned that &amp;quot;Dark Rayman,&amp;quot; as presented in Rayman 1, is a parody of Dark Link from the Zelda series, in both appearance and behavior. This would seem to indicate that Dark Rayman would be the most appropriate title for the unnamed character.&lt;br /&gt;
&lt;br /&gt;
Reading the talk page, it seems that the reason for titling the article &amp;quot;Bad Rayman&amp;quot; seems to stem from something written in the manual for the British release of &#039;&#039;Rayman Brain Games&#039;&#039;. The manual for a semi-obscure edutainment spinoff seems like a bit of an iffy source to me; I can&#039;t imagine the writers were paid very much for their trouble, and were likely translating from a French manuscript.&lt;br /&gt;
&lt;br /&gt;
To note, in the American copy of the game I have, the manual doesn&#039;t have any references to &amp;quot;Bad Rayman,&amp;quot; though I&#039;d like to point out that the Magician is intermittently and incorrectly referred to as &amp;quot;the Wizard.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Moreover, the release of Revenge of the Dark is on the somewhat distant horizon. If the game is to be considered canon, the character is going to be explicitly referred to as &amp;quot;Dark Rayman&amp;quot; over the course of the game, as the primary antagonist, which would make the title of this article a bit silly. --[https://www.youtube.com/channel/UC5nMFC7r5fHTOCD8qfR5pmA RayMedia]&lt;/div&gt;</summary>
		<author><name>Technology4617</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=Talk:Bad_Rayman&amp;diff=55097</id>
		<title>Talk:Bad Rayman</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=Talk:Bad_Rayman&amp;diff=55097"/>
		<updated>2017-02-02T03:44:14Z</updated>

		<summary type="html">&lt;p&gt;Technology4617: /* Continued nitpicking over the title of the article. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Name==&lt;br /&gt;
&lt;br /&gt;
In Rayman Advance, during this level, you can clearly see &amp;quot;Watch out for Dark Rayman!&amp;quot; therefore his name is Dark Rayman. I&#039;d like to know one game where he is called Bad Rayman. Just name one. [[User:Sabertooth1000000000|Sabertooth1000000000]] 19:08, 28 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Maths and English with Rayman/Rayman Junior&#039;s manual, ok.  --[[Image:RKartHead.gif]]  &#039;&#039;&#039;[[User:Staceyw|StaceyW]] &amp;amp;#9836;&#039;&#039;&#039; 19:22, 28 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: This question was already answered in the Talk:Dark Rayman page. Feel free to share your thoughts over there.&lt;br /&gt;
:: [[User:Hunchman801|Hunchman801]] 00:20, 11 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Sorry for my rudeness. I was 12. [[User:Sabertooth1000000000|Sabertooth1000000000]] ([[User talk:Sabertooth1000000000|talk]]) 07:35, 3 January 2014 (CET)&lt;br /&gt;
&lt;br /&gt;
29 December 2009&lt;br /&gt;
Raymanfan219 wrote:&lt;br /&gt;
&lt;br /&gt;
I learned that it was Dark Rayman. I never was there in the first Rayman game because i&lt;br /&gt;
had to reinstall my computer and i don&#039;t knew how to put it anywhere else. But now i know it.&lt;br /&gt;
Everything was erased so i had to start over again. I am almost near the same place as i was&lt;br /&gt;
before. But i don&#039;t play it some many times anymore. Now i have the full serie until raving rabbids.&lt;br /&gt;
I hate Raving Rabbids so. I have 2 Revolution 3 and M for the Ps2 and 1,2 The Great Escape,3 and&lt;br /&gt;
m for the pc. M is also called Arena. And in Gold it is called Dark Rayman.&lt;br /&gt;
&lt;br /&gt;
==Colour Palette==&lt;br /&gt;
&lt;br /&gt;
Now that I checked that Dark Ray has a different colour palette than the original Bad Rayman... In which cases a different colour palette makes a character different? Because I read the [[Dark Rayman]] article and the only difference between him and Bad Rayman is the colour palette. Maybe they look different, but they share exactly the same concept of an evil clone of Rayman, and both are, possibly, the exact same character. Actually, in the Atari Jaguar and Gameboy Advance versions of Rayman 1 Bad Rayman is named &amp;quot;Dark Rayman&amp;quot;, like in Rayman Arena. Why don&#039;t we just put together both articles? I can understand that there&#039;s a clear difference between Dark Globox and Gromblox, as both have different concepts (one is an evil clone, the other one is just a criminal glute), but Dark Rayman and Bad Rayman being different characters? I don&#039;t think so.--[[User:Sergiomonty|Sergiomonty]] 07:06, 14 December 2011 (UTC)&lt;br /&gt;
:To make it short, the skin in Origins is almost identical to Bad Rayman from the original game, while the one in Arena looks nothing like him. The name issue has already been addressed numerous times, except for your mention of the Jaguar version: could you please back up your claim? —[[File:RRRGBAIcon8.png|link=User:Hunchman801]][[File:RRRGBAIcon0.gif|link=User:Hunchman801]][[File:RRRGBAIcon1.png|link=User:Hunchman801]] 23:55, 14 December 2011 (UTC)&lt;br /&gt;
:Atari Jaguar? But Bad Rayman does not appear in this version... I wonder if both characters can be considered the same, but I don&#039;t believe... There&#039;s no indication that Rayman Arena&#039;s Dark Rayman is a creation of Mr. Dark. --[[Image:Sparkle.gif]][[User:Haruka|Haruka]][[Image:Sparkle.gif]] 23:57, 14 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==DarkRay?==&lt;br /&gt;
&lt;br /&gt;
Does the Bubble Dreamer only call him DarkRay in certain versions of Rayman Origins? I&#039;ve got the Australian version, and he doesn&#039;t mention anything about the name DarkRay at all.&lt;br /&gt;
&lt;br /&gt;
[[User:Psittacidae13|Psittacidae13]] 03:48, 19 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:In the English version he does. --[[Image:Sparkle.gif]][[User:Haruka|Haruka]][[Image:Sparkle.gif]] 11:20, 19 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ah, ok then. Thanks for the info! :)&lt;br /&gt;
&lt;br /&gt;
[[User:Psittacidae13|Psittacidae13]] 11:39, 19 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Scale?==&lt;br /&gt;
Is it just me, or does the picture of Bad Rayman from Rayman Origins have his body being a bit too small? &lt;br /&gt;
I&#039;ve just been looking between the picture of Rayman on this wiki and comparing the two; Bad Rayman&#039;s body just looks a bit small to me...&lt;br /&gt;
&lt;br /&gt;
[[User:Psittacidae13|Psittacidae13]] 07:13, 22 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:It does, but yet again this image is made from Drolpiraat&#039;s texture pack. I had to scale the Sea King&#039;s body segments and legs in order to fit them properly. The same may count for many other textures. You need to compare with references from the actual game in order to make it look right. [[User:Spanex|Spanex]] 07:43, 22 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dark Ray...man?==&lt;br /&gt;
&lt;br /&gt;
Is it possible that his full name is &amp;quot;Dark Rayman&amp;quot;? So far, the only evidence of his rename is the Bubble Dreamer, but I just noticed that the Bubble Dreamer also calls Rayman &amp;quot;Ray&amp;quot;--[[User:Sergiomonty|Sergiomonty]] 23:33, 31 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Yes, he&#039;s referred to as &#039;Dark Rayman&#039; in some material, starting with Rayman Advance. —[[User:Spiraldoor|Spiraldoor]] [[File:IconSpiralDoor.png|link=User:Spiraldoor]] 13:41, 1 January 2012 (UTC)&lt;br /&gt;
::Exactly. But I think we shouldn&#039;t be very worried with the real name. --[[Image:Sparkle.gif]][[User:Haruka|Haruka]][[Image:Sparkle.gif]] 13:58, 1 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: What should we do now? Call him Dark Rayman again? :s--[[User:Sergiomonty|Sergiomonty]] 18:56, 1 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::I think the page is fine just the way it is. —[[User:Spiraldoor|Spiraldoor]] [[File:IconSpiralDoor.png|link=User:Spiraldoor]] 19:06, 1 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Raymesis==&lt;br /&gt;
How are we proceeding with the name change and the new Dark Rayman? --[[User:Master|Master]] ([[User talk:Master|talk]]) 18:26, 31 August 2013 (CEST)&lt;br /&gt;
:I defend we keep as Bad Rayman, just like we did with the Antitoons we kept their original name, and only mentioned &amp;quot;also known as Darktoons&amp;quot;. We should do the same process for Bad Rayman. --[[Image:Sparkle.gif]][[User:Haruka|Haruka]][[Image:Sparkle.gif]] 12:32, 1 September 2013 (CEST)&lt;br /&gt;
::Very well, I&#039;ve created a redirect page for Raymesis, and added the Legends character section here, so I guess alls well ends well. --[[User:Master|Master]] ([[User talk:Master|talk]]) 13:55, 1 September 2013 (CEST)&lt;br /&gt;
:Now this is tricky. It seems like there&#039;s three evil clones:&lt;br /&gt;
:*Bad Rayman, later referred to as Rayman&#039;s Wicked Double and Dark Rayman, who appears in the original game, its Game Boy Color adaptation and [[Rayman Legends]]; he appears to be a spell, copying every of Rayman&#039;s moves and causing death upon contact&lt;br /&gt;
:*Dark Rayman, a skin in &#039;&#039;Rayman Arena&#039;&#039;&lt;br /&gt;
:*Raymesis, a playable character in &#039;&#039;Rayman Origins&#039;&#039; and &#039;&#039;Rayman Legends&#039;&#039;&lt;br /&gt;
:In that regard, we could keep &#039;&#039;&#039;Bad Rayman&#039;&#039;&#039; as the main article for the first one, use &#039;&#039;&#039;Dark Rayman&#039;&#039;&#039; as a redirect, then &#039;&#039;&#039;Dark Rayman (Rayman Arena)&#039;&#039;&#039; would be used instead for the second one, and &#039;&#039;&#039;Raymesis&#039;&#039;&#039; would be the article for the third one.&lt;br /&gt;
:The only thing that bothers me is how much Raymesis looks like the original Bad Rayman, who is quite different from the one in &#039;&#039;Legends&#039;&#039;.&lt;br /&gt;
:What do you guys think? —[[File:RRRGBAIcon8.png|link=User:Hunchman801]][[File:RRRGBAIcon0.gif|link=User:Hunchman801]][[File:RRRGBAIcon1.png|link=User:Hunchman801]] 14:08, 9 September 2013 (CEST)&lt;br /&gt;
::I agree with what you said, I also defended the original use of Bad Rayman. --[[Image:Sparkle.gif]][[User:Haruka|Haruka]][[Image:Sparkle.gif]] 15:53, 9 September 2013 (CEST)&lt;br /&gt;
:::I agree with you too.&lt;br /&gt;
:::But in &#039;&#039;Rayman Origins&#039;&#039;, when you pull on the beard of Polokus with the evil clone, he says that his creator is Mr. Dark (“Blame it on Mr. Dark!”) and calls him DarkRay.&lt;br /&gt;
:::So I think that the evil clone from &#039;&#039;Origins&#039;&#039; is also the original Bad Rayman.&lt;br /&gt;
:::Raymesis appears in &#039;&#039;Rayman Legends&#039;&#039;, not in &#039;&#039;Origins&#039;&#039;. -- [[User:Boomboleros7|Boomboleros7]] 21:09, 9 September 2013 (CEST)&lt;br /&gt;
::::Then this is getting really complicated now. Raymesis from &#039;&#039;Legends&#039;&#039; looks exactly the same as the evil clone in &#039;&#039;Origins&#039;&#039;, and just like we considered characters from &#039;&#039;Legends&#039;&#039; to be the same as their identical counterparts from &#039;&#039;Origins&#039;&#039; (e.g. Teensy Queen), the only way to be consistent is to assume that these two clones are the same as well. And thus a different clone from Bad Rayman, which makes sense as the latter is nothing more than a spell, not a character. But then, this becomes inconsistent with Polokus&#039; quote in &#039;&#039;Origins&#039;&#039; which mentions Mr Dark as his creator.&lt;br /&gt;
::::So, unless someone can think of a better explanation, I see only two alternatives:&lt;br /&gt;
::::*We disregard Polokus&#039; quote in &#039;&#039;Origins&#039;&#039; as a joke or as some oddity or incoherence and stick to the separation I mentioned above.&lt;br /&gt;
::::*We accept the fact that there is no way to make sense out of the contradicting information we are provided (not surprising given how much these games are focused on the story line) and keep all the “DarkRay”/Raymesis information in the Bad Rayman article, mentioning the said inconsistencies.&lt;br /&gt;
::::—[[File:RRRGBAIcon8.png|link=User:Hunchman801]][[File:RRRGBAIcon0.gif|link=User:Hunchman801]][[File:RRRGBAIcon1.png|link=User:Hunchman801]] 15:08, 10 September 2013 (CEST)&lt;br /&gt;
:::::I prefer the second option. --[[User:Iheckler9|iHeckler9]][[File:Life.gif|link=User:Iheckler9]] 18:36, 10 September 2013 (CEST)&lt;br /&gt;
::::::I also go for the second option. There isn&#039;t much we can do. --[[Image:Sparkle.gif]][[User:Haruka|Haruka]][[Image:Sparkle.gif]] 00:30, 11 September 2013 (CEST)&lt;br /&gt;
:::::::So, we&#039;re keeping Raymesis as Bad Rayman. So, should I or someone else make another Dark Rayman page solely for the Legend&#039;s iteration?--[[User:Master|Master]] ([[User talk:Master|talk]]) 21:23, 2 October 2013 (CEST)&lt;br /&gt;
:::::::It isn&#039;t that hard to figure out. He&#039;s just a filler. Raymesis is clearly not Dark Rayman because Dark Rayman is in the game (Also, we clarified that Dark Rayman is named &amp;quot;Dark Rayman&amp;quot; in Origins, and not &amp;quot;DarkRay&amp;quot;. This is supported by the fact that he&#039;s named &amp;quot;Dark Rayman&amp;quot; in Jungle Run&#039;s DLC, and that Polokus calls Rayman &amp;quot;Ray&amp;quot;, so it makes sense for him to call Dark Rayman &amp;quot;DarkRay&amp;quot;). HOWEVER.... If Raymesis deserves an article or not... err, that should be decided with more clarity. I think it&#039;s okay to simply contain Raymesis as a little portion of Dark Rayman&#039;s article, since there&#039;s little to no story about him, and he&#039;s just an excuse to make Dark Rayman still playable. Opinions?--[[User:Sergiomonty|Sergiomonty]] ([[User talk:Sergiomonty|talk]]) 08:20, 3 October 2013 (CEST)&lt;br /&gt;
::::::::I think there is a bigger chance that Bad Rayman was renamed to Raymesis and the Dark Rayman from the Invaded Levels is a new character than Raymesis being just an evil dude and Dark Rayman from the I.L. being Bad Rayman from R1 and RO.It&#039;s very unlikely that the developers decided to create a character which looks 99% like Bad Rayman,but is actually another guy.--[[User:TFDs39|TFDs39]]&lt;br /&gt;
:::::::::The Dark Rayman from the Invaded levels is definitely the same as the Bad Rayman from the original game: he&#039;s not a character, just a spell, chases Rayman copying his moves and kills him on contact. DarkRay from &#039;&#039;Origins&#039;&#039; and Raymesis from &#039;&#039;Legends&#039;&#039; are actual characters, probably the same as they&#039;re identical. —[[File:RRRGBAIcon8.png|link=User:Hunchman801]][[File:RRRGBAIcon0.gif|link=User:Hunchman801]][[File:RRRGBAIcon1.png|link=User:Hunchman801]] 14:30, 10 October 2013 (CEST)&lt;br /&gt;
::::::::::But,Humch,you are forgetting that Polokus confirmed in RO that Bad Rayman and DarkRay are the same.&lt;br /&gt;
::::::::::In my opinion,the easiest way to solve this is to leave Bad Rayman,DarkRay(he was already confirmed) and Raymesis(He looks totally like DarkRay) as the same characters and create a new page for the Dark Rayman from IL.&lt;br /&gt;
::::::::::I know there is a good reason why&#039;d you think Bad Rayman and Dark Rayman are the same,but if Dark Rayman does what Bad Rayman did in the past,it doesn&#039;t automatically mean they are the same.If we go on the appearance way,I think that would the simplest path to solve this--[[User:TFDs39|TFDs39]]&lt;br /&gt;
&lt;br /&gt;
== Continued nitpicking over the title of the article. ==&lt;br /&gt;
&lt;br /&gt;
I find it odd that no one seems to have mentioned that &amp;quot;Dark Rayman,&amp;quot; as presented in Rayman 1, is a parody of Dark Link from the Zelda series, in both appearance and behavior. This would seem to indicate that Dark Rayman would be the most appropriate title for the unnamed character.&lt;br /&gt;
&lt;br /&gt;
Reading the talk page, it seems that the reason for titling the article &amp;quot;Bad Rayman&amp;quot; seems to stem from something written in the manual for the British release of &#039;&#039;Rayman Brain Games&#039;&#039;. The manual for a semi-obscure edutainment spinoff seems like a bit of an iffy source to me; I can&#039;t imagine the writers were paid very much for their trouble, and were likely translating from a French manuscript.&lt;br /&gt;
&lt;br /&gt;
To note, in the American copy of the game I have, the manual doesn&#039;t have any references to &amp;quot;Bad Rayman,&amp;quot; though I&#039;d like to point out that the Magician is intermittently and incorrectly referred to as &amp;quot;the Wizard.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Moreover, the release of Revenge of the Dark is on the somewhat distant horizon. If the game is to be considered canon, the character is going to be explicitly referred to as &amp;quot;Dark Rayman&amp;quot; over the course of the game, as the primary antagonist, which would make the title of this article a bit silly. -- [img]http://i.imgur.com/yYeBgyB.png[/img]&lt;/div&gt;</summary>
		<author><name>Technology4617</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=Talk:Bad_Rayman&amp;diff=55096</id>
		<title>Talk:Bad Rayman</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=Talk:Bad_Rayman&amp;diff=55096"/>
		<updated>2017-02-02T03:43:14Z</updated>

		<summary type="html">&lt;p&gt;Technology4617: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Name==&lt;br /&gt;
&lt;br /&gt;
In Rayman Advance, during this level, you can clearly see &amp;quot;Watch out for Dark Rayman!&amp;quot; therefore his name is Dark Rayman. I&#039;d like to know one game where he is called Bad Rayman. Just name one. [[User:Sabertooth1000000000|Sabertooth1000000000]] 19:08, 28 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Maths and English with Rayman/Rayman Junior&#039;s manual, ok.  --[[Image:RKartHead.gif]]  &#039;&#039;&#039;[[User:Staceyw|StaceyW]] &amp;amp;#9836;&#039;&#039;&#039; 19:22, 28 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: This question was already answered in the Talk:Dark Rayman page. Feel free to share your thoughts over there.&lt;br /&gt;
:: [[User:Hunchman801|Hunchman801]] 00:20, 11 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Sorry for my rudeness. I was 12. [[User:Sabertooth1000000000|Sabertooth1000000000]] ([[User talk:Sabertooth1000000000|talk]]) 07:35, 3 January 2014 (CET)&lt;br /&gt;
&lt;br /&gt;
29 December 2009&lt;br /&gt;
Raymanfan219 wrote:&lt;br /&gt;
&lt;br /&gt;
I learned that it was Dark Rayman. I never was there in the first Rayman game because i&lt;br /&gt;
had to reinstall my computer and i don&#039;t knew how to put it anywhere else. But now i know it.&lt;br /&gt;
Everything was erased so i had to start over again. I am almost near the same place as i was&lt;br /&gt;
before. But i don&#039;t play it some many times anymore. Now i have the full serie until raving rabbids.&lt;br /&gt;
I hate Raving Rabbids so. I have 2 Revolution 3 and M for the Ps2 and 1,2 The Great Escape,3 and&lt;br /&gt;
m for the pc. M is also called Arena. And in Gold it is called Dark Rayman.&lt;br /&gt;
&lt;br /&gt;
==Colour Palette==&lt;br /&gt;
&lt;br /&gt;
Now that I checked that Dark Ray has a different colour palette than the original Bad Rayman... In which cases a different colour palette makes a character different? Because I read the [[Dark Rayman]] article and the only difference between him and Bad Rayman is the colour palette. Maybe they look different, but they share exactly the same concept of an evil clone of Rayman, and both are, possibly, the exact same character. Actually, in the Atari Jaguar and Gameboy Advance versions of Rayman 1 Bad Rayman is named &amp;quot;Dark Rayman&amp;quot;, like in Rayman Arena. Why don&#039;t we just put together both articles? I can understand that there&#039;s a clear difference between Dark Globox and Gromblox, as both have different concepts (one is an evil clone, the other one is just a criminal glute), but Dark Rayman and Bad Rayman being different characters? I don&#039;t think so.--[[User:Sergiomonty|Sergiomonty]] 07:06, 14 December 2011 (UTC)&lt;br /&gt;
:To make it short, the skin in Origins is almost identical to Bad Rayman from the original game, while the one in Arena looks nothing like him. The name issue has already been addressed numerous times, except for your mention of the Jaguar version: could you please back up your claim? —[[File:RRRGBAIcon8.png|link=User:Hunchman801]][[File:RRRGBAIcon0.gif|link=User:Hunchman801]][[File:RRRGBAIcon1.png|link=User:Hunchman801]] 23:55, 14 December 2011 (UTC)&lt;br /&gt;
:Atari Jaguar? But Bad Rayman does not appear in this version... I wonder if both characters can be considered the same, but I don&#039;t believe... There&#039;s no indication that Rayman Arena&#039;s Dark Rayman is a creation of Mr. Dark. --[[Image:Sparkle.gif]][[User:Haruka|Haruka]][[Image:Sparkle.gif]] 23:57, 14 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==DarkRay?==&lt;br /&gt;
&lt;br /&gt;
Does the Bubble Dreamer only call him DarkRay in certain versions of Rayman Origins? I&#039;ve got the Australian version, and he doesn&#039;t mention anything about the name DarkRay at all.&lt;br /&gt;
&lt;br /&gt;
[[User:Psittacidae13|Psittacidae13]] 03:48, 19 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:In the English version he does. --[[Image:Sparkle.gif]][[User:Haruka|Haruka]][[Image:Sparkle.gif]] 11:20, 19 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ah, ok then. Thanks for the info! :)&lt;br /&gt;
&lt;br /&gt;
[[User:Psittacidae13|Psittacidae13]] 11:39, 19 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Scale?==&lt;br /&gt;
Is it just me, or does the picture of Bad Rayman from Rayman Origins have his body being a bit too small? &lt;br /&gt;
I&#039;ve just been looking between the picture of Rayman on this wiki and comparing the two; Bad Rayman&#039;s body just looks a bit small to me...&lt;br /&gt;
&lt;br /&gt;
[[User:Psittacidae13|Psittacidae13]] 07:13, 22 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:It does, but yet again this image is made from Drolpiraat&#039;s texture pack. I had to scale the Sea King&#039;s body segments and legs in order to fit them properly. The same may count for many other textures. You need to compare with references from the actual game in order to make it look right. [[User:Spanex|Spanex]] 07:43, 22 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dark Ray...man?==&lt;br /&gt;
&lt;br /&gt;
Is it possible that his full name is &amp;quot;Dark Rayman&amp;quot;? So far, the only evidence of his rename is the Bubble Dreamer, but I just noticed that the Bubble Dreamer also calls Rayman &amp;quot;Ray&amp;quot;--[[User:Sergiomonty|Sergiomonty]] 23:33, 31 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Yes, he&#039;s referred to as &#039;Dark Rayman&#039; in some material, starting with Rayman Advance. —[[User:Spiraldoor|Spiraldoor]] [[File:IconSpiralDoor.png|link=User:Spiraldoor]] 13:41, 1 January 2012 (UTC)&lt;br /&gt;
::Exactly. But I think we shouldn&#039;t be very worried with the real name. --[[Image:Sparkle.gif]][[User:Haruka|Haruka]][[Image:Sparkle.gif]] 13:58, 1 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: What should we do now? Call him Dark Rayman again? :s--[[User:Sergiomonty|Sergiomonty]] 18:56, 1 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::I think the page is fine just the way it is. —[[User:Spiraldoor|Spiraldoor]] [[File:IconSpiralDoor.png|link=User:Spiraldoor]] 19:06, 1 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Raymesis==&lt;br /&gt;
How are we proceeding with the name change and the new Dark Rayman? --[[User:Master|Master]] ([[User talk:Master|talk]]) 18:26, 31 August 2013 (CEST)&lt;br /&gt;
:I defend we keep as Bad Rayman, just like we did with the Antitoons we kept their original name, and only mentioned &amp;quot;also known as Darktoons&amp;quot;. We should do the same process for Bad Rayman. --[[Image:Sparkle.gif]][[User:Haruka|Haruka]][[Image:Sparkle.gif]] 12:32, 1 September 2013 (CEST)&lt;br /&gt;
::Very well, I&#039;ve created a redirect page for Raymesis, and added the Legends character section here, so I guess alls well ends well. --[[User:Master|Master]] ([[User talk:Master|talk]]) 13:55, 1 September 2013 (CEST)&lt;br /&gt;
:Now this is tricky. It seems like there&#039;s three evil clones:&lt;br /&gt;
:*Bad Rayman, later referred to as Rayman&#039;s Wicked Double and Dark Rayman, who appears in the original game, its Game Boy Color adaptation and [[Rayman Legends]]; he appears to be a spell, copying every of Rayman&#039;s moves and causing death upon contact&lt;br /&gt;
:*Dark Rayman, a skin in &#039;&#039;Rayman Arena&#039;&#039;&lt;br /&gt;
:*Raymesis, a playable character in &#039;&#039;Rayman Origins&#039;&#039; and &#039;&#039;Rayman Legends&#039;&#039;&lt;br /&gt;
:In that regard, we could keep &#039;&#039;&#039;Bad Rayman&#039;&#039;&#039; as the main article for the first one, use &#039;&#039;&#039;Dark Rayman&#039;&#039;&#039; as a redirect, then &#039;&#039;&#039;Dark Rayman (Rayman Arena)&#039;&#039;&#039; would be used instead for the second one, and &#039;&#039;&#039;Raymesis&#039;&#039;&#039; would be the article for the third one.&lt;br /&gt;
:The only thing that bothers me is how much Raymesis looks like the original Bad Rayman, who is quite different from the one in &#039;&#039;Legends&#039;&#039;.&lt;br /&gt;
:What do you guys think? —[[File:RRRGBAIcon8.png|link=User:Hunchman801]][[File:RRRGBAIcon0.gif|link=User:Hunchman801]][[File:RRRGBAIcon1.png|link=User:Hunchman801]] 14:08, 9 September 2013 (CEST)&lt;br /&gt;
::I agree with what you said, I also defended the original use of Bad Rayman. --[[Image:Sparkle.gif]][[User:Haruka|Haruka]][[Image:Sparkle.gif]] 15:53, 9 September 2013 (CEST)&lt;br /&gt;
:::I agree with you too.&lt;br /&gt;
:::But in &#039;&#039;Rayman Origins&#039;&#039;, when you pull on the beard of Polokus with the evil clone, he says that his creator is Mr. Dark (“Blame it on Mr. Dark!”) and calls him DarkRay.&lt;br /&gt;
:::So I think that the evil clone from &#039;&#039;Origins&#039;&#039; is also the original Bad Rayman.&lt;br /&gt;
:::Raymesis appears in &#039;&#039;Rayman Legends&#039;&#039;, not in &#039;&#039;Origins&#039;&#039;. -- [[User:Boomboleros7|Boomboleros7]] 21:09, 9 September 2013 (CEST)&lt;br /&gt;
::::Then this is getting really complicated now. Raymesis from &#039;&#039;Legends&#039;&#039; looks exactly the same as the evil clone in &#039;&#039;Origins&#039;&#039;, and just like we considered characters from &#039;&#039;Legends&#039;&#039; to be the same as their identical counterparts from &#039;&#039;Origins&#039;&#039; (e.g. Teensy Queen), the only way to be consistent is to assume that these two clones are the same as well. And thus a different clone from Bad Rayman, which makes sense as the latter is nothing more than a spell, not a character. But then, this becomes inconsistent with Polokus&#039; quote in &#039;&#039;Origins&#039;&#039; which mentions Mr Dark as his creator.&lt;br /&gt;
::::So, unless someone can think of a better explanation, I see only two alternatives:&lt;br /&gt;
::::*We disregard Polokus&#039; quote in &#039;&#039;Origins&#039;&#039; as a joke or as some oddity or incoherence and stick to the separation I mentioned above.&lt;br /&gt;
::::*We accept the fact that there is no way to make sense out of the contradicting information we are provided (not surprising given how much these games are focused on the story line) and keep all the “DarkRay”/Raymesis information in the Bad Rayman article, mentioning the said inconsistencies.&lt;br /&gt;
::::—[[File:RRRGBAIcon8.png|link=User:Hunchman801]][[File:RRRGBAIcon0.gif|link=User:Hunchman801]][[File:RRRGBAIcon1.png|link=User:Hunchman801]] 15:08, 10 September 2013 (CEST)&lt;br /&gt;
:::::I prefer the second option. --[[User:Iheckler9|iHeckler9]][[File:Life.gif|link=User:Iheckler9]] 18:36, 10 September 2013 (CEST)&lt;br /&gt;
::::::I also go for the second option. There isn&#039;t much we can do. --[[Image:Sparkle.gif]][[User:Haruka|Haruka]][[Image:Sparkle.gif]] 00:30, 11 September 2013 (CEST)&lt;br /&gt;
:::::::So, we&#039;re keeping Raymesis as Bad Rayman. So, should I or someone else make another Dark Rayman page solely for the Legend&#039;s iteration?--[[User:Master|Master]] ([[User talk:Master|talk]]) 21:23, 2 October 2013 (CEST)&lt;br /&gt;
:::::::It isn&#039;t that hard to figure out. He&#039;s just a filler. Raymesis is clearly not Dark Rayman because Dark Rayman is in the game (Also, we clarified that Dark Rayman is named &amp;quot;Dark Rayman&amp;quot; in Origins, and not &amp;quot;DarkRay&amp;quot;. This is supported by the fact that he&#039;s named &amp;quot;Dark Rayman&amp;quot; in Jungle Run&#039;s DLC, and that Polokus calls Rayman &amp;quot;Ray&amp;quot;, so it makes sense for him to call Dark Rayman &amp;quot;DarkRay&amp;quot;). HOWEVER.... If Raymesis deserves an article or not... err, that should be decided with more clarity. I think it&#039;s okay to simply contain Raymesis as a little portion of Dark Rayman&#039;s article, since there&#039;s little to no story about him, and he&#039;s just an excuse to make Dark Rayman still playable. Opinions?--[[User:Sergiomonty|Sergiomonty]] ([[User talk:Sergiomonty|talk]]) 08:20, 3 October 2013 (CEST)&lt;br /&gt;
::::::::I think there is a bigger chance that Bad Rayman was renamed to Raymesis and the Dark Rayman from the Invaded Levels is a new character than Raymesis being just an evil dude and Dark Rayman from the I.L. being Bad Rayman from R1 and RO.It&#039;s very unlikely that the developers decided to create a character which looks 99% like Bad Rayman,but is actually another guy.--[[User:TFDs39|TFDs39]]&lt;br /&gt;
:::::::::The Dark Rayman from the Invaded levels is definitely the same as the Bad Rayman from the original game: he&#039;s not a character, just a spell, chases Rayman copying his moves and kills him on contact. DarkRay from &#039;&#039;Origins&#039;&#039; and Raymesis from &#039;&#039;Legends&#039;&#039; are actual characters, probably the same as they&#039;re identical. —[[File:RRRGBAIcon8.png|link=User:Hunchman801]][[File:RRRGBAIcon0.gif|link=User:Hunchman801]][[File:RRRGBAIcon1.png|link=User:Hunchman801]] 14:30, 10 October 2013 (CEST)&lt;br /&gt;
::::::::::But,Humch,you are forgetting that Polokus confirmed in RO that Bad Rayman and DarkRay are the same.&lt;br /&gt;
::::::::::In my opinion,the easiest way to solve this is to leave Bad Rayman,DarkRay(he was already confirmed) and Raymesis(He looks totally like DarkRay) as the same characters and create a new page for the Dark Rayman from IL.&lt;br /&gt;
::::::::::I know there is a good reason why&#039;d you think Bad Rayman and Dark Rayman are the same,but if Dark Rayman does what Bad Rayman did in the past,it doesn&#039;t automatically mean they are the same.If we go on the appearance way,I think that would the simplest path to solve this--[[User:TFDs39|TFDs39]]&lt;br /&gt;
&lt;br /&gt;
== Continued nitpicking over the title of the article. ==&lt;br /&gt;
&lt;br /&gt;
I find it odd that no one seems to have mentioned that &amp;quot;Dark Rayman,&amp;quot; as presented in Rayman 1, is a parody of Dark Link from the Zelda series, in both appearance and behavior. This would seem to indicate that Dark Rayman would be the most appropriate title for the unnamed character.&lt;br /&gt;
&lt;br /&gt;
Reading the talk page, it seems that the reason for titling the article &amp;quot;Bad Rayman&amp;quot; seems to stem from something written in the manual for the British release of &#039;&#039;Rayman Brain Games&#039;&#039;. The manual for a semi-obscure edutainment spinoff seems like a bit of an iffy source to me; I can&#039;t imagine the writers were paid very much for their trouble, and were likely translating from a French manuscript.&lt;br /&gt;
&lt;br /&gt;
To note, in the American copy of the game I have, the manual doesn&#039;t have any references to &amp;quot;Bad Rayman,&amp;quot; though I&#039;d like to point out that the Magician is intermittently and incorrectly referred to as &amp;quot;the Wizard.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Moreover, the release of Revenge of the Dark is on the somewhat distant horizon. If the game is to be considered canon, the character is going to be explicitly referred to as &amp;quot;Dark Rayman&amp;quot; over the course of the game, as the primary antagonist, which would make the title of this article a bit silly. --[img]https://lh3.googleusercontent.com/ILtUqp6nL3uRdJeFLBdWTHolIy5R9WKUjpp9eB7hkSX6skZwOGGYlA7poPJKwZcU5CSBjq2u2myx=s275-rw?pageId=112620644683672366071[/img]&lt;/div&gt;</summary>
		<author><name>Technology4617</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=Talk:Bad_Rayman&amp;diff=55095</id>
		<title>Talk:Bad Rayman</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=Talk:Bad_Rayman&amp;diff=55095"/>
		<updated>2017-02-02T03:39:44Z</updated>

		<summary type="html">&lt;p&gt;Technology4617: /* Continued nitpicking over the title of the article. */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Name==&lt;br /&gt;
&lt;br /&gt;
In Rayman Advance, during this level, you can clearly see &amp;quot;Watch out for Dark Rayman!&amp;quot; therefore his name is Dark Rayman. I&#039;d like to know one game where he is called Bad Rayman. Just name one. [[User:Sabertooth1000000000|Sabertooth1000000000]] 19:08, 28 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Maths and English with Rayman/Rayman Junior&#039;s manual, ok.  --[[Image:RKartHead.gif]]  &#039;&#039;&#039;[[User:Staceyw|StaceyW]] &amp;amp;#9836;&#039;&#039;&#039; 19:22, 28 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: This question was already answered in the Talk:Dark Rayman page. Feel free to share your thoughts over there.&lt;br /&gt;
:: [[User:Hunchman801|Hunchman801]] 00:20, 11 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Sorry for my rudeness. I was 12. [[User:Sabertooth1000000000|Sabertooth1000000000]] ([[User talk:Sabertooth1000000000|talk]]) 07:35, 3 January 2014 (CET)&lt;br /&gt;
&lt;br /&gt;
29 December 2009&lt;br /&gt;
Raymanfan219 wrote:&lt;br /&gt;
&lt;br /&gt;
I learned that it was Dark Rayman. I never was there in the first Rayman game because i&lt;br /&gt;
had to reinstall my computer and i don&#039;t knew how to put it anywhere else. But now i know it.&lt;br /&gt;
Everything was erased so i had to start over again. I am almost near the same place as i was&lt;br /&gt;
before. But i don&#039;t play it some many times anymore. Now i have the full serie until raving rabbids.&lt;br /&gt;
I hate Raving Rabbids so. I have 2 Revolution 3 and M for the Ps2 and 1,2 The Great Escape,3 and&lt;br /&gt;
m for the pc. M is also called Arena. And in Gold it is called Dark Rayman.&lt;br /&gt;
&lt;br /&gt;
==Colour Palette==&lt;br /&gt;
&lt;br /&gt;
Now that I checked that Dark Ray has a different colour palette than the original Bad Rayman... In which cases a different colour palette makes a character different? Because I read the [[Dark Rayman]] article and the only difference between him and Bad Rayman is the colour palette. Maybe they look different, but they share exactly the same concept of an evil clone of Rayman, and both are, possibly, the exact same character. Actually, in the Atari Jaguar and Gameboy Advance versions of Rayman 1 Bad Rayman is named &amp;quot;Dark Rayman&amp;quot;, like in Rayman Arena. Why don&#039;t we just put together both articles? I can understand that there&#039;s a clear difference between Dark Globox and Gromblox, as both have different concepts (one is an evil clone, the other one is just a criminal glute), but Dark Rayman and Bad Rayman being different characters? I don&#039;t think so.--[[User:Sergiomonty|Sergiomonty]] 07:06, 14 December 2011 (UTC)&lt;br /&gt;
:To make it short, the skin in Origins is almost identical to Bad Rayman from the original game, while the one in Arena looks nothing like him. The name issue has already been addressed numerous times, except for your mention of the Jaguar version: could you please back up your claim? —[[File:RRRGBAIcon8.png|link=User:Hunchman801]][[File:RRRGBAIcon0.gif|link=User:Hunchman801]][[File:RRRGBAIcon1.png|link=User:Hunchman801]] 23:55, 14 December 2011 (UTC)&lt;br /&gt;
:Atari Jaguar? But Bad Rayman does not appear in this version... I wonder if both characters can be considered the same, but I don&#039;t believe... There&#039;s no indication that Rayman Arena&#039;s Dark Rayman is a creation of Mr. Dark. --[[Image:Sparkle.gif]][[User:Haruka|Haruka]][[Image:Sparkle.gif]] 23:57, 14 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==DarkRay?==&lt;br /&gt;
&lt;br /&gt;
Does the Bubble Dreamer only call him DarkRay in certain versions of Rayman Origins? I&#039;ve got the Australian version, and he doesn&#039;t mention anything about the name DarkRay at all.&lt;br /&gt;
&lt;br /&gt;
[[User:Psittacidae13|Psittacidae13]] 03:48, 19 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:In the English version he does. --[[Image:Sparkle.gif]][[User:Haruka|Haruka]][[Image:Sparkle.gif]] 11:20, 19 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ah, ok then. Thanks for the info! :)&lt;br /&gt;
&lt;br /&gt;
[[User:Psittacidae13|Psittacidae13]] 11:39, 19 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Scale?==&lt;br /&gt;
Is it just me, or does the picture of Bad Rayman from Rayman Origins have his body being a bit too small? &lt;br /&gt;
I&#039;ve just been looking between the picture of Rayman on this wiki and comparing the two; Bad Rayman&#039;s body just looks a bit small to me...&lt;br /&gt;
&lt;br /&gt;
[[User:Psittacidae13|Psittacidae13]] 07:13, 22 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:It does, but yet again this image is made from Drolpiraat&#039;s texture pack. I had to scale the Sea King&#039;s body segments and legs in order to fit them properly. The same may count for many other textures. You need to compare with references from the actual game in order to make it look right. [[User:Spanex|Spanex]] 07:43, 22 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dark Ray...man?==&lt;br /&gt;
&lt;br /&gt;
Is it possible that his full name is &amp;quot;Dark Rayman&amp;quot;? So far, the only evidence of his rename is the Bubble Dreamer, but I just noticed that the Bubble Dreamer also calls Rayman &amp;quot;Ray&amp;quot;--[[User:Sergiomonty|Sergiomonty]] 23:33, 31 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Yes, he&#039;s referred to as &#039;Dark Rayman&#039; in some material, starting with Rayman Advance. —[[User:Spiraldoor|Spiraldoor]] [[File:IconSpiralDoor.png|link=User:Spiraldoor]] 13:41, 1 January 2012 (UTC)&lt;br /&gt;
::Exactly. But I think we shouldn&#039;t be very worried with the real name. --[[Image:Sparkle.gif]][[User:Haruka|Haruka]][[Image:Sparkle.gif]] 13:58, 1 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: What should we do now? Call him Dark Rayman again? :s--[[User:Sergiomonty|Sergiomonty]] 18:56, 1 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::I think the page is fine just the way it is. —[[User:Spiraldoor|Spiraldoor]] [[File:IconSpiralDoor.png|link=User:Spiraldoor]] 19:06, 1 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Raymesis==&lt;br /&gt;
How are we proceeding with the name change and the new Dark Rayman? --[[User:Master|Master]] ([[User talk:Master|talk]]) 18:26, 31 August 2013 (CEST)&lt;br /&gt;
:I defend we keep as Bad Rayman, just like we did with the Antitoons we kept their original name, and only mentioned &amp;quot;also known as Darktoons&amp;quot;. We should do the same process for Bad Rayman. --[[Image:Sparkle.gif]][[User:Haruka|Haruka]][[Image:Sparkle.gif]] 12:32, 1 September 2013 (CEST)&lt;br /&gt;
::Very well, I&#039;ve created a redirect page for Raymesis, and added the Legends character section here, so I guess alls well ends well. --[[User:Master|Master]] ([[User talk:Master|talk]]) 13:55, 1 September 2013 (CEST)&lt;br /&gt;
:Now this is tricky. It seems like there&#039;s three evil clones:&lt;br /&gt;
:*Bad Rayman, later referred to as Rayman&#039;s Wicked Double and Dark Rayman, who appears in the original game, its Game Boy Color adaptation and [[Rayman Legends]]; he appears to be a spell, copying every of Rayman&#039;s moves and causing death upon contact&lt;br /&gt;
:*Dark Rayman, a skin in &#039;&#039;Rayman Arena&#039;&#039;&lt;br /&gt;
:*Raymesis, a playable character in &#039;&#039;Rayman Origins&#039;&#039; and &#039;&#039;Rayman Legends&#039;&#039;&lt;br /&gt;
:In that regard, we could keep &#039;&#039;&#039;Bad Rayman&#039;&#039;&#039; as the main article for the first one, use &#039;&#039;&#039;Dark Rayman&#039;&#039;&#039; as a redirect, then &#039;&#039;&#039;Dark Rayman (Rayman Arena)&#039;&#039;&#039; would be used instead for the second one, and &#039;&#039;&#039;Raymesis&#039;&#039;&#039; would be the article for the third one.&lt;br /&gt;
:The only thing that bothers me is how much Raymesis looks like the original Bad Rayman, who is quite different from the one in &#039;&#039;Legends&#039;&#039;.&lt;br /&gt;
:What do you guys think? —[[File:RRRGBAIcon8.png|link=User:Hunchman801]][[File:RRRGBAIcon0.gif|link=User:Hunchman801]][[File:RRRGBAIcon1.png|link=User:Hunchman801]] 14:08, 9 September 2013 (CEST)&lt;br /&gt;
::I agree with what you said, I also defended the original use of Bad Rayman. --[[Image:Sparkle.gif]][[User:Haruka|Haruka]][[Image:Sparkle.gif]] 15:53, 9 September 2013 (CEST)&lt;br /&gt;
:::I agree with you too.&lt;br /&gt;
:::But in &#039;&#039;Rayman Origins&#039;&#039;, when you pull on the beard of Polokus with the evil clone, he says that his creator is Mr. Dark (“Blame it on Mr. Dark!”) and calls him DarkRay.&lt;br /&gt;
:::So I think that the evil clone from &#039;&#039;Origins&#039;&#039; is also the original Bad Rayman.&lt;br /&gt;
:::Raymesis appears in &#039;&#039;Rayman Legends&#039;&#039;, not in &#039;&#039;Origins&#039;&#039;. -- [[User:Boomboleros7|Boomboleros7]] 21:09, 9 September 2013 (CEST)&lt;br /&gt;
::::Then this is getting really complicated now. Raymesis from &#039;&#039;Legends&#039;&#039; looks exactly the same as the evil clone in &#039;&#039;Origins&#039;&#039;, and just like we considered characters from &#039;&#039;Legends&#039;&#039; to be the same as their identical counterparts from &#039;&#039;Origins&#039;&#039; (e.g. Teensy Queen), the only way to be consistent is to assume that these two clones are the same as well. And thus a different clone from Bad Rayman, which makes sense as the latter is nothing more than a spell, not a character. But then, this becomes inconsistent with Polokus&#039; quote in &#039;&#039;Origins&#039;&#039; which mentions Mr Dark as his creator.&lt;br /&gt;
::::So, unless someone can think of a better explanation, I see only two alternatives:&lt;br /&gt;
::::*We disregard Polokus&#039; quote in &#039;&#039;Origins&#039;&#039; as a joke or as some oddity or incoherence and stick to the separation I mentioned above.&lt;br /&gt;
::::*We accept the fact that there is no way to make sense out of the contradicting information we are provided (not surprising given how much these games are focused on the story line) and keep all the “DarkRay”/Raymesis information in the Bad Rayman article, mentioning the said inconsistencies.&lt;br /&gt;
::::—[[File:RRRGBAIcon8.png|link=User:Hunchman801]][[File:RRRGBAIcon0.gif|link=User:Hunchman801]][[File:RRRGBAIcon1.png|link=User:Hunchman801]] 15:08, 10 September 2013 (CEST)&lt;br /&gt;
:::::I prefer the second option. --[[User:Iheckler9|iHeckler9]][[File:Life.gif|link=User:Iheckler9]] 18:36, 10 September 2013 (CEST)&lt;br /&gt;
::::::I also go for the second option. There isn&#039;t much we can do. --[[Image:Sparkle.gif]][[User:Haruka|Haruka]][[Image:Sparkle.gif]] 00:30, 11 September 2013 (CEST)&lt;br /&gt;
:::::::So, we&#039;re keeping Raymesis as Bad Rayman. So, should I or someone else make another Dark Rayman page solely for the Legend&#039;s iteration?--[[User:Master|Master]] ([[User talk:Master|talk]]) 21:23, 2 October 2013 (CEST)&lt;br /&gt;
:::::::It isn&#039;t that hard to figure out. He&#039;s just a filler. Raymesis is clearly not Dark Rayman because Dark Rayman is in the game (Also, we clarified that Dark Rayman is named &amp;quot;Dark Rayman&amp;quot; in Origins, and not &amp;quot;DarkRay&amp;quot;. This is supported by the fact that he&#039;s named &amp;quot;Dark Rayman&amp;quot; in Jungle Run&#039;s DLC, and that Polokus calls Rayman &amp;quot;Ray&amp;quot;, so it makes sense for him to call Dark Rayman &amp;quot;DarkRay&amp;quot;). HOWEVER.... If Raymesis deserves an article or not... err, that should be decided with more clarity. I think it&#039;s okay to simply contain Raymesis as a little portion of Dark Rayman&#039;s article, since there&#039;s little to no story about him, and he&#039;s just an excuse to make Dark Rayman still playable. Opinions?--[[User:Sergiomonty|Sergiomonty]] ([[User talk:Sergiomonty|talk]]) 08:20, 3 October 2013 (CEST)&lt;br /&gt;
::::::::I think there is a bigger chance that Bad Rayman was renamed to Raymesis and the Dark Rayman from the Invaded Levels is a new character than Raymesis being just an evil dude and Dark Rayman from the I.L. being Bad Rayman from R1 and RO.It&#039;s very unlikely that the developers decided to create a character which looks 99% like Bad Rayman,but is actually another guy.--[[User:TFDs39|TFDs39]]&lt;br /&gt;
:::::::::The Dark Rayman from the Invaded levels is definitely the same as the Bad Rayman from the original game: he&#039;s not a character, just a spell, chases Rayman copying his moves and kills him on contact. DarkRay from &#039;&#039;Origins&#039;&#039; and Raymesis from &#039;&#039;Legends&#039;&#039; are actual characters, probably the same as they&#039;re identical. —[[File:RRRGBAIcon8.png|link=User:Hunchman801]][[File:RRRGBAIcon0.gif|link=User:Hunchman801]][[File:RRRGBAIcon1.png|link=User:Hunchman801]] 14:30, 10 October 2013 (CEST)&lt;br /&gt;
::::::::::But,Humch,you are forgetting that Polokus confirmed in RO that Bad Rayman and DarkRay are the same.&lt;br /&gt;
::::::::::In my opinion,the easiest way to solve this is to leave Bad Rayman,DarkRay(he was already confirmed) and Raymesis(He looks totally like DarkRay) as the same characters and create a new page for the Dark Rayman from IL.&lt;br /&gt;
::::::::::I know there is a good reason why&#039;d you think Bad Rayman and Dark Rayman are the same,but if Dark Rayman does what Bad Rayman did in the past,it doesn&#039;t automatically mean they are the same.If we go on the appearance way,I think that would the simplest path to solve this--[[User:TFDs39|TFDs39]]&lt;br /&gt;
&lt;br /&gt;
== Continued nitpicking over the title of the article. ==&lt;br /&gt;
&lt;br /&gt;
I find it odd that no one seems to have mentioned that &amp;quot;Dark Rayman,&amp;quot; as presented in Rayman 1, is a parody of Dark Link from the Zelda series, in both appearance and behavior. This would seem to indicate that Dark Rayman would be the most appropriate title for the unnamed character.&lt;br /&gt;
&lt;br /&gt;
Reading the talk page, it seems that the reason for titling the article &amp;quot;Bad Rayman&amp;quot; seems to stem from something written in the manual for the British release of &#039;&#039;Rayman Brain Games&#039;&#039;. The manual for a semi-obscure edutainment spinoff seems like a bit of an iffy source to me; I can&#039;t imagine the writers were paid very much for their trouble, and were likely translating from a French manuscript.&lt;br /&gt;
&lt;br /&gt;
To note, in the American copy of the game I have, the manual doesn&#039;t have any references to &amp;quot;Bad Rayman,&amp;quot; though I&#039;d like to point out that the Magician is intermittently and incorrectly referred to as &amp;quot;the Wizard.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Moreover, the release of Revenge of the Dark is on the somewhat distant horizon. If the game is to be considered canon, the character is going to be explicitly referred to as &amp;quot;Dark Rayman&amp;quot; over the course of the game, as the primary antagonist, which would make the title of this article a bit silly.&lt;/div&gt;</summary>
		<author><name>Technology4617</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=Category:Speedrunning&amp;diff=50714</id>
		<title>Category:Speedrunning</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=Category:Speedrunning&amp;diff=50714"/>
		<updated>2016-07-06T08:58:19Z</updated>

		<summary type="html">&lt;p&gt;Technology4617: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rewrite-expand}}&lt;br /&gt;
&lt;br /&gt;
For those wishing to speedrun or TAS games in the [[Rayman (series)|&#039;&#039;Rayman&#039;&#039; franchise]], this page features a collection of the known tricks and glitches in each game, as well as tips to help speedrunners get through the game faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;[[Rayman 1|Rayman]]&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
===General Tips===&lt;br /&gt;
&lt;br /&gt;
* The American PlayStation release is the standard for speedrunning, and is the most well-documented.&lt;br /&gt;
&lt;br /&gt;
* If the player holds down a given button, Rayman will perform the corresponding action as soon as possible. For instance, if the player does not have the helicopter ability, holding down X will cause them to jump the first frame they touch a vine.&lt;br /&gt;
&lt;br /&gt;
* Jump-punching is twice as powerful as a regular punch.&lt;br /&gt;
&lt;br /&gt;
* Getting a bigger tether off of a Ring allows the player to move farther and higher than would otherwise be possible.&lt;br /&gt;
&lt;br /&gt;
* If the player changes direction before they are hit by a non-moving object, they can change the direction they are boosted. This applies to some moving objects as well.&lt;br /&gt;
&lt;br /&gt;
* If it is necessary to replay a stage to get a cage, it is typically best to avoid side paths until the second playthrough.&lt;br /&gt;
&lt;br /&gt;
* Jumping quickly to the left and right on vines allows the player to get up them more quickly than simply climbing up them.&lt;br /&gt;
&lt;br /&gt;
* Players can death abuse to checkpoints to avoid backtracking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Important Glitches ===&lt;br /&gt;
&lt;br /&gt;
====Froot Loop Boosting====&lt;br /&gt;
Rayman has a massive amount of speed while swinging on a Ring, but this is automatically reduced to walking, running, or no speed as soon as he jumps off, depending on whether the player holds left, right, or nothing on the D-Pad.&lt;br /&gt;
&lt;br /&gt;
However, the team forgot to program in a given amount of movement when holding up or down, allowing the player to effectively keep any velocity the game &amp;quot;thinks&amp;quot; they have at any given time. This was never patched in any of the game&#039;s subsequent releases despite the obvious nature of the programming error.&lt;br /&gt;
&lt;br /&gt;
Some enemies will also give Rayman similarly immense speed, which can be maintained via this same trick.&lt;br /&gt;
&lt;br /&gt;
====Speed Storage====&lt;br /&gt;
A relatively new discovery found during the making of the PlayStation TAS. In a similar fashion to Rings, speeds above walking are stored in the game&#039;s memory until they are reset. As such, if the player refrains from gaining speed before jumping off the side of an event (such as moving platforms and plums), they will regain their prior momentum. One particularly noteworthy example of this is &amp;quot;Plum Skip Skip,&amp;quot; which uses the momentum gained in Mr. Sax&#039;s Hullabaloo to get over to a vine in Moskito&#039;s Nest that would otherwise not be possible to reach, saving nearly a minute of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[https://www.youtube.com/playlist?list=PL7MU56BZ114jus4GG3oat0iH6Iq93ayRO Video Tutorial]===&lt;br /&gt;
An in-depth video tutorial done by the speedrunner Shoteru. Despite being made towards the start of 2015, it is still mostly current, with a few major exceptions. &lt;br /&gt;
==&#039;&#039;[[Rayman 2]]&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;[[Rayman Revolution]]&#039;&#039;==&lt;br /&gt;
The Japanese release of &#039;&#039;[[Rayman Revolution]]&#039;&#039; is the best suited to speedrunning. Japanese best -ese, always brings the faster text so you can get whirl rekky. However, the tricks listed below are valid for all versions.&lt;br /&gt;
&lt;br /&gt;
=== Any % ===&lt;br /&gt;
&lt;br /&gt;
==== General ====&lt;br /&gt;
Note that most of the general tricks from &#039;&#039;[[Rayman 2]]&#039;&#039; also work in &#039;&#039;[[Rayman Revolution]]&#039;&#039; as well. These are however, tricks that are exclusive to &#039;&#039;[[Rayman Revolution]]&#039;&#039;.&lt;br /&gt;
*By moving Rayman sideways in any direction, while moving the camera so that Rayman is moving to the side, his movement speed can be doubled.&lt;br /&gt;
*By having Rayman shoot, right before landing in a body of water, the player can have the animation skipped.&lt;br /&gt;
*By jumping diagonally in a wall jump, the player can save a few seconds.&lt;br /&gt;
&lt;br /&gt;
==== [[The Woods of Light]] ====&lt;br /&gt;
For the jail-escape part it&#039;s a lot faster jumping while sliding down. Once the next part is entered, there is a way to skip the [[Murfy]] dialogue after the first cage has been broken. To do so, the player must land on the rocks behind the cage, once it has been hit twice, and then quickly jump up again. The next trick will allow the player to skip the cutscene with the [[baby Globox]]es. To do so, the player must land their jump on the far left side of the ledge where they are. By doing this the cutscene trigger will be skipped, and the player can move on by jumping into the tunnel. Once the wall-jump area is reached, it is once again faster to jump diagonally.&lt;br /&gt;
&lt;br /&gt;
==== [[The Minisaurus Plain]] ====&lt;br /&gt;
For [[the Minisaurus Plain]] you&#039;re going to want to perform a air-swimming bug. You do this by glitching through the walls in the water during the tutorial (watch the video linked below for a better understanding of where to perform the glitch). What you want to do next is to swim into the entrance to [[the Bayou]].&lt;br /&gt;
&lt;br /&gt;
Once you get the question on if you want to save or not, press yes and then choose no on everything else. What this will do is to reload the intro-cutscene to that level. Though, as you entered it before it now thinks you&#039;ve already seen the first [[Razorbeard]] cutscene and now takes you to the next one which is right before [[the Precipice]]. Once you&#039;ve watched the cutscene it will now load the level connected with the cutscene which in this case is [[the Precipice]]. You&#039;re however going to want to leave the level immediately by jumping onto the balloon.&lt;br /&gt;
&lt;br /&gt;
==== [[Rainbow Creek]] ====&lt;br /&gt;
Before entering [[Rainbow Creek]] you&#039;re going to want to activate a special bug-mode which allows you to play while at the save-screen. To do this you&#039;re going to first say yes to saving, press no at the next screen, press cross at he next screen while holding select and then pressing start. Once you enter [[Rainbow Creek]] you&#039;re going to head towards the [[Teensie]]s. However, make sure you don&#039;t exit the save-screen by pressing cross at any time. This gets tricky when you get to the ledge where [[Rayman]] is going to be hanging. It is possible to get up from there, though not that easy as you need to press the right button depending on the angle. An easier way to perform this is to activate this bug-state through another loading-screen in the area.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve made it to the second set of sign where you&#039;ll usually find the [[flying shell]] leading to [[the Crow&#039;s Nest]] you&#039;re going to walk to the edge and stand in a position so that you see the [[Teensie]] [[stone circle]] to the left and a cliff to the right. Once there you&#039;re going to save the game and once the game is saved you&#039;re going to start very high up in the air. If you&#039;ve done this correctly you should be falling into the trigger on your way down which will take you to [[the Crow&#039;s Nest]].&lt;br /&gt;
&lt;br /&gt;
==== [[The Crow&#039;s Nest]] ====&lt;br /&gt;
During the first part of the boss you should stay near the edge to prevent [[Razorbeard]] to jump towards you. Once in the second phase it is a lot faster to defeat him by getting the unlimited-ammo by flying into the small circle at the top while holding down the jump and shoot button (cross and square). While he is taking damage in the lava you can shoot at him to make him get up quicker.&lt;br /&gt;
&lt;br /&gt;
[https://youtu.be/XBOi2jCYcFo Video tutorial]&lt;br /&gt;
&lt;br /&gt;
=== 100% ===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;[[Rayman 3]]&#039;&#039;==&lt;br /&gt;
===Glitch Concepts===&lt;br /&gt;
Certain glitches require Rayman to either be in a certain place, or have Rayman in a certain state. Below are the definitions of these concepts.&lt;br /&gt;
====Fixed/Free Camera====&lt;br /&gt;
One important concept is having a fixed or free camera. Normally when playing though the game, the player has complete control over the camera and can move it around the player at will. This is known as a &#039;&#039;&#039;Free Camera&#039;&#039;&#039;. In some areas, upon entry, the camera may automatically attempt to fix itself in a certain location or zoom out. If the player were to attempt to move the camera in one of these locations, they would find that it moves much slower than normal for a few seconds, before it breaks free and returns to its normal location just behind Rayman. This type of camera is known as a &#039;&#039;&#039;Fixed Camera&#039;&#039;&#039;. When the camera is fixed, Rayman is said to be in a &#039;&#039;&#039;Fixed Camera Location&#039;&#039;&#039;. The act of moving the camera in one of these locations so that it breaks free is known as &#039;&#039;&#039;freeing the camera&#039;&#039;&#039;. Usually, when returning to a fixed camera location after freeing the camera, the camera returns to its fixed state, however, this is not always the case. Certain glitches require Rayman to have a fixed camera, while others may be limited in effectiveness because of it.&lt;br /&gt;
&lt;br /&gt;
====Ledge Grabbing====&lt;br /&gt;
When Rayman collides with the edge of a platform, he is put into a position where he is hanging from the side of the platform, which is known as &#039;&#039;&#039;Ledge Grabbing&#039;&#039;&#039;. If this happens, Rayman&#039;s state changes throughout the rest of the current level, making certain glitches impossible to perform, while making others much easier. Entering certain Free Camera Locations (see above) can reset this state, causing Rayman to act as if he has not grabbed a ledge.&lt;br /&gt;
&lt;br /&gt;
====Look Mode Activation====&lt;br /&gt;
Certain glitches in the game require that look mode is activated at least once in the level before they can be executed. Entering certain locations can cause the game to act as if look mode has not yet been activated, requiring the player to activate it again.&lt;br /&gt;
&lt;br /&gt;
===Important Glitches===&lt;br /&gt;
====Superjump (SJ)====&lt;br /&gt;
&#039;&#039;This glitch has limited effectiveness on the PS2 version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch has limited effectiveness in Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A superjump allows Rayman to reach extremely high places, often bypassing large areas. It is performed by tapping or holding the look mode button while falling off certain ledges. This is easiest to do by entering strafe mode, then walking off a ledge and pressing the look mode button. Certain ledges give larger and more reliable superjumps than other ledges, while some ledges have no affect at all, or can even accelerate Rayman downwards at high speeds. &lt;br /&gt;
(Discovered by PewableShift)&lt;br /&gt;
&lt;br /&gt;
====Midair Superjump (MSJ)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed in Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch required Look Mode to have been activated at least once before it is used&#039;&#039;&lt;br /&gt;
A midair superjump allows Rayman to perform a small superjump in midair rather than on a ledge. It is performed by jumping, then holding the look mode button while tapping the jump button to helicopter for a brief period. If done correctly, the game should enter look mode for a small period, causing a superjump. If the player performs this while holding the analog stick against a wall, they may gain some height.&lt;br /&gt;
(Discovered by GamePro011)&lt;br /&gt;
&lt;br /&gt;
====Extended Superjump (ESJ)====&lt;br /&gt;
&#039;&#039;This glitch has limited effectiveness on the PS2 version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An extended superjump allows the player to increase the height they get when performing a superjump by extending the amount of time that Rayman is in look mode. To perform an extended superjump, follow the instructions to perform a normal superjump, but instead of only pressing the look mode button once, quickly and repeatedly tap it for the duration of the ESJ.&lt;br /&gt;
(Discovered by KirbyComment)&lt;br /&gt;
&lt;br /&gt;
====Camera Buffered Superjump (CBSJ)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed on the GameCube version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A camera buffered superjump allows Rayman to gain height on certain ledges that a normal superjump does not work on. It is performed by entering snapshot mode as Rayman falls off certain ledges, then holding the look mode button and exiting snapshot mode. This is easiest to do by entering strafe mode, then walking off a ledge and performing the glitch as described. A variant of this glitch, known as the Camera Superjump (CSJ) can be performed the same way but without holding look mode. This has a similar effect but is less reliable and effective, meaning that it is not used.&lt;br /&gt;
(Discovered by Alekzoz)&lt;br /&gt;
&lt;br /&gt;
====Extended Camera Buffered Superjump (ECBSJ)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed on the GameCube version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch is more consistent if Rayman has grabbed a ledge&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An extended camera buffered superjump is a combination of the extended superjump and the camera buffered superjump. It allows Rayman to increase the height they get when performing a camera buffered superjump by extending the amount of time that Rayman is in look mode. To perform an extended camera buffered superjump, follow the instructions to perform a normal camera buffered superjump, but after exiting snapshot mode, quickly and repeatedly tap the look mode button instead of holding it or letting it go.&lt;br /&gt;
(Discovered by KirbyComment)&lt;br /&gt;
&lt;br /&gt;
====Camera Buffered Midair Superjump (CBMSJ)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed on the GameCube version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch can only be performed in Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch can not be performed if Rayman has grabbed a ledge&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A camera buffered midair superjump is a combination of the midair superjump and the camera buffered superjump. In areas where it can be used, it vastly increases the height Rayman would get from a normal midair superjump. To perform it, Rayman must jump against a wall, and with the analog stick tilted in the direction of the wall, the player must enter snapshot mode, hold the look mode button, then exit snapshot mode.&lt;br /&gt;
(Discovered by Alekzoz?)&lt;br /&gt;
&lt;br /&gt;
====Rolling Superjump (RSJ)====&lt;br /&gt;
A rolling superjump can move Rayman upwards to varying heights. To perform a rolling superjump, the player must roll forwards in certain areas (often hitting a ledge at the end of the roll).&lt;br /&gt;
(Discovered by some scorers)&lt;br /&gt;
&lt;br /&gt;
====Glidewalk (GW)====&lt;br /&gt;
&#039;&#039;This glitch can not be performed on the PC version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A glidewalk causes Rayman to move around in midair while slowly falling, as if he were using his helicopter, but in the standing position. To perform a glidewalk, the player must perform a superjump or extended superjump, then immediately hold the jump button after releasing the look mode button. If Rayman touches certain walls or slopes in a glidewalk, he can be pushed upwards. Releasing the joystick while touching a wall can cause Rayman to clip through, allowing him to bypass certain areas.&lt;br /&gt;
(Discovered by Got4n)&lt;br /&gt;
&lt;br /&gt;
====Midair Glidewalk (MGW)====&lt;br /&gt;
&#039;&#039;This glitch can not be performed on the PC version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch can only be performed in Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A midair glidewalk acts in the same way as a glidewalk. It is performed by jumping, holding the look mode button, then tapping the jump button twice in quick succession. As this glitch is frame perfect, it isn&#039;t commonly used, and is usually replaced with a Buffered Midair Glidewalk.&lt;br /&gt;
(Discovered by Gamepro011)&lt;br /&gt;
&lt;br /&gt;
====Buffered Midair Glidewalk (BMGW, often refered to as just MGW)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed in certain Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch can not be performed if Rayman has grabbed a ledge&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A buffered midair glidewalk acts the same as a glidewalk and midair glidewalk, but it is easier to perform and works on the PC version. It is performed by jumping, activating the helicopter, entering snapshot mode while the helicopter is active, releasing the jump button, holding the look mode button, exiting snapshot mode then immediately pressing and holding the jump button. In a few locations, this can be performed by simply holding the look mode button while in midair, then pressing the jump button.&lt;br /&gt;
(Discovered by Gamepro011)&lt;br /&gt;
&lt;br /&gt;
====Moonglide (MG)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed in certain Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch can not be performed if Rayman has grabbed a ledge&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A moonglide is similar to a glidewalk but instead of falling downwards, Rayman moves upwards for a brief period. A moonglide is performed by jumping, entering snapshot mode, holding look mode, then exiting snapshot mode. Depending on at what point in the jump the glitch was activated, you will glide upwards by varying amounts. In a few locations, this can be performed by simply holding the look mode button while in midair.&lt;br /&gt;
(Discovered by LightWeightRunner)&lt;br /&gt;
&lt;br /&gt;
====Moonbounce (MB)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed in Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A moonbounce is similar to moonglide, but is activated using a bouncy object such as a balloon and will gain more height. If Rayman performs a superjump or midair superjump as he touches the bouncy object, he will accelerate upwards. In locations where a moonglide can be performed and a bouncy object exists, this can be performed by performing a moonglide just after bouncing.&lt;br /&gt;
(Discovered by LightWeightRunner)&lt;br /&gt;
&lt;br /&gt;
====Playable Camera Mode (PCM)====&lt;br /&gt;
Playable camera mode allows the player to move Rayman while he is in snapshot mode. The primary use for this is infinite flight, as it causes combat fatigues to never expire. There are two parts of the snapshot mode menu, the question screen, and the Yes/No screen. While in the question screen, Rayman&#039;s movement (on some platforms) and the camera may act strange. Because of this, most people tend to stay in the Yes/No screen. It is important that while in the Yes/No screen, the A button is not pressed while &amp;quot;Yes&amp;quot; is highlighted, as it cancels the glitch. Because PCM disables look mode, any glitches requiring it will not be possible.&lt;br /&gt;
&lt;br /&gt;
There are three different ways to perform this glitch. Start of level PCM is performed by enabling snapshot mode just as a level starts. The difficulty of performing this varies by level and by platform, however. Cage PCM can be performed wherever there is a cage, by enabling snapshot mode as the cage is destroyed. This can only be performed if the cage has not yet been destroyed on the save file, however. Knaaren PCM is the easiest, and is performed by getting hit enough times by a Knaaren to trigger the teensie cutscene, pausing, unpausing, then enabling snapshot mode and waiting for the teensie cutscene to end.&lt;br /&gt;
&lt;br /&gt;
====Infinite Powerup Glitch (IPG)====&lt;br /&gt;
&#039;&#039;One variant of this glitch can not be performed on the PC version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Infinite Powerup Glitch is a glitch that causes cutscene bars to appear during gameplay, causing the player to be unable to pause or enter snapshot mode, and for any combat fatigues to never expire. It occurs when a cutscene is interrupted in a way that the game does not expect, for example, by jumping from a free to a fixed camera location as the cutscene starts. The only variant of this glitch used in a speedrun is in the second part of the Tower of the Leptys. After defeating the two Lavomatrixes at the start of the level, a fanfare should play. Jumping onto the nearby stairs as the fanfare finishes and the cutscene starts causes the camera to switch from a free camera to a fixed camera during the cutscene, interrupting it and causing IPG. For unknown reasons, this variant does not work on the PC version.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[http://www.raymanpc.com/forum/viewtopic.php?f=13&amp;amp;t=4986 &#039;&#039;Rayman 3&#039;&#039; score topic at Pirate-Community]&lt;br /&gt;
*[http://www.raymanpc.com/forum/viewtopic.php?f=13&amp;amp;t=1031 &#039;&#039;Rayman 1&#039;&#039; topic at Pirate-Community]&lt;br /&gt;
&lt;br /&gt;
[[Category:Other]]&lt;/div&gt;</summary>
		<author><name>Technology4617</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=Category:Speedrunning&amp;diff=50713</id>
		<title>Category:Speedrunning</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=Category:Speedrunning&amp;diff=50713"/>
		<updated>2016-07-06T08:52:53Z</updated>

		<summary type="html">&lt;p&gt;Technology4617: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rewrite-expand}}&lt;br /&gt;
&lt;br /&gt;
For those wishing to speedrun or TAS games in the [[Rayman (series)|&#039;&#039;Rayman&#039;&#039; franchise]], this page features a collection of the known tricks and glitches in each game, as well as tips to help speedrunners get through the game faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;[[Rayman 1|Rayman]]&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
===General Tips===&lt;br /&gt;
&lt;br /&gt;
* The American PlayStation release is the standard for speedrunning, and is the most well-documented.&lt;br /&gt;
&lt;br /&gt;
* If the player holds down a given button, Rayman will perform the corresponding action as soon as possible. For instance, if the player does not have the helicopter ability, holding down X will cause them to jump the first frame they touch a vine.&lt;br /&gt;
&lt;br /&gt;
* Jump-punching is twice as powerful as a regular punch.&lt;br /&gt;
&lt;br /&gt;
* Getting a bigger tether off of a Ring allows the player to move farther and higher than would otherwise be possible.&lt;br /&gt;
&lt;br /&gt;
* If the player changes direction before they are hit by a non-moving object, they can change the direction they are boosted. This applies to some moving objects as well.&lt;br /&gt;
&lt;br /&gt;
* If it is necessary to replay a stage to get a cage, it is typically best to avoid side paths until the second playthrough.&lt;br /&gt;
&lt;br /&gt;
* Jumping quickly to the left and right on vines allows the player to get up them more quickly than simply climbing up them.&lt;br /&gt;
&lt;br /&gt;
* Players can death abuse to checkpoints to avoid backtracking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Important Glitches ===&lt;br /&gt;
&lt;br /&gt;
====Froot Loop Boosting====&lt;br /&gt;
Rayman has a massive amount of speed while swinging on a Ring, but this is automatically reduced to walking, running, or no speed as soon as he jumps off, depending on whether the player holds left, right, or nothing on the D-Pad.&lt;br /&gt;
&lt;br /&gt;
However, the team forgot to program in a given amount of movement when holding up or down, allowing the player to effectively keep any velocity the game &amp;quot;thinks&amp;quot; they have at any given time. This was never patched in any of the game&#039;s subsequent releases despite the obvious nature of the programming error.&lt;br /&gt;
&lt;br /&gt;
Some enemies will also give Rayman similarly immense speed, which can be maintained via this same trick.&lt;br /&gt;
&lt;br /&gt;
====Speed Storage====&lt;br /&gt;
A relatively new discovery found during the making of the PlayStation TAS. In a similar fashion to Rings, speeds above walking are stored in the game&#039;s memory until they are reset. As such, if the player refrains from gaining speed before jumping off the side of an event (such as moving platforms and plums), they will regain their prior momentum. One particularly noteworthy example of this is &amp;quot;Plum Skip Skip,&amp;quot; which uses the momentum gained in Mr. Sax&#039;s Hullabaloo to get over to a vine in Moskito&#039;s Nest that would otherwise not be possible to reach, saving nearly a minute of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[https://www.youtube.com/playlist?list=PL7MU56BZ114jus4GG3oat0iH6Iq93ayRO Video Tutorial]===&lt;br /&gt;
An in-depth video tutorial done by the speedrunner Shoteru. Despite being made towards the start of 2015, it is still mostly current, with a few major exceptions. &lt;br /&gt;
==&#039;&#039;[[Rayman 2]]&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;[[Rayman Revolution]]&#039;&#039;==&lt;br /&gt;
For &#039;&#039;[[Rayman Revolution]]&#039;&#039; the NTSC-J version is the best as its cutscenes are shorter due to there being less text to display. However, the tricks listed below are valid for all versions.&lt;br /&gt;
&lt;br /&gt;
=== Any % ===&lt;br /&gt;
&lt;br /&gt;
==== General ====&lt;br /&gt;
Note that most of the general tricks from &#039;&#039;[[Rayman 2]]&#039;&#039; also work in &#039;&#039;[[Rayman Revolution]]&#039;&#039; as well. These are however, tricks that are exclusive to &#039;&#039;[[Rayman Revolution]]&#039;&#039;.&lt;br /&gt;
*By moving Rayman sideways in any direction, while moving the camera so that Rayman is moving to the side, his movement speed can be doubled.&lt;br /&gt;
*By having Rayman shoot, right before landing in a body of water, the player can have the animation skipped.&lt;br /&gt;
*By jumping diagonally in a wall jump, the player can save a few seconds.&lt;br /&gt;
&lt;br /&gt;
==== [[The Woods of Light]] ====&lt;br /&gt;
For the jail-escape part it&#039;s a lot faster jumping while sliding down. Once the next part is entered, there is a way to skip the [[Murfy]] dialogue after the first cage has been broken. To do so, the player must land on the rocks behind the cage, once it has been hit twice, and then quickly jump up again. The next trick will allow the player to skip the cutscene with the [[baby Globox]]es. To do so, the player must land their jump on the far left side of the ledge where they are. By doing this the cutscene trigger will be skipped, and the player can move on by jumping into the tunnel. Once the wall-jump area is reached, it is once again faster to jump diagonally.&lt;br /&gt;
&lt;br /&gt;
==== [[The Minisaurus Plain]] ====&lt;br /&gt;
For [[the Minisaurus Plain]] you&#039;re going to want to perform a air-swimming bug. You do this by glitching through the walls in the water during the tutorial (watch the video linked below for a better understanding of where to perform the glitch). What you want to do next is to swim into the entrance to [[the Bayou]].&lt;br /&gt;
&lt;br /&gt;
Once you get the question on if you want to save or not, press yes and then choose no on everything else. What this will do is to reload the intro-cutscene to that level. Though, as you entered it before it now thinks you&#039;ve already seen the first [[Razorbeard]] cutscene and now takes you to the next one which is right before [[the Precipice]]. Once you&#039;ve watched the cutscene it will now load the level connected with the cutscene which in this case is [[the Precipice]]. You&#039;re however going to want to leave the level immediately by jumping onto the balloon.&lt;br /&gt;
&lt;br /&gt;
==== [[Rainbow Creek]] ====&lt;br /&gt;
Before entering [[Rainbow Creek]] you&#039;re going to want to activate a special bug-mode which allows you to play while at the save-screen. To do this you&#039;re going to first say yes to saving, press no at the next screen, press cross at he next screen while holding select and then pressing start. Once you enter [[Rainbow Creek]] you&#039;re going to head towards the [[Teensie]]s. However, make sure you don&#039;t exit the save-screen by pressing cross at any time. This gets tricky when you get to the ledge where [[Rayman]] is going to be hanging. It is possible to get up from there, though not that easy as you need to press the right button depending on the angle. An easier way to perform this is to activate this bug-state through another loading-screen in the area.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve made it to the second set of sign where you&#039;ll usually find the [[flying shell]] leading to [[the Crow&#039;s Nest]] you&#039;re going to walk to the edge and stand in a position so that you see the [[Teensie]] [[stone circle]] to the left and a cliff to the right. Once there you&#039;re going to save the game and once the game is saved you&#039;re going to start very high up in the air. If you&#039;ve done this correctly you should be falling into the trigger on your way down which will take you to [[the Crow&#039;s Nest]].&lt;br /&gt;
&lt;br /&gt;
==== [[The Crow&#039;s Nest]] ====&lt;br /&gt;
During the first part of the boss you should stay near the edge to prevent [[Razorbeard]] to jump towards you. Once in the second phase it is a lot faster to defeat him by getting the unlimited-ammo by flying into the small circle at the top while holding down the jump and shoot button (cross and square). While he is taking damage in the lava you can shoot at him to make him get up quicker.&lt;br /&gt;
&lt;br /&gt;
[https://youtu.be/XBOi2jCYcFo Video tutorial]&lt;br /&gt;
&lt;br /&gt;
=== 100% ===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;[[Rayman 3]]&#039;&#039;==&lt;br /&gt;
===Glitch Concepts===&lt;br /&gt;
Certain glitches require Rayman to either be in a certain place, or have Rayman in a certain state. Below are the definitions of these concepts.&lt;br /&gt;
====Fixed/Free Camera====&lt;br /&gt;
One important concept is having a fixed or free camera. Normally when playing though the game, the player has complete control over the camera and can move it around the player at will. This is known as a &#039;&#039;&#039;Free Camera&#039;&#039;&#039;. In some areas, upon entry, the camera may automatically attempt to fix itself in a certain location or zoom out. If the player were to attempt to move the camera in one of these locations, they would find that it moves much slower than normal for a few seconds, before it breaks free and returns to its normal location just behind Rayman. This type of camera is known as a &#039;&#039;&#039;Fixed Camera&#039;&#039;&#039;. When the camera is fixed, Rayman is said to be in a &#039;&#039;&#039;Fixed Camera Location&#039;&#039;&#039;. The act of moving the camera in one of these locations so that it breaks free is known as &#039;&#039;&#039;freeing the camera&#039;&#039;&#039;. Usually, when returning to a fixed camera location after freeing the camera, the camera returns to its fixed state, however, this is not always the case. Certain glitches require Rayman to have a fixed camera, while others may be limited in effectiveness because of it.&lt;br /&gt;
&lt;br /&gt;
====Ledge Grabbing====&lt;br /&gt;
When Rayman collides with the edge of a platform, he is put into a position where he is hanging from the side of the platform, which is known as &#039;&#039;&#039;Ledge Grabbing&#039;&#039;&#039;. If this happens, Rayman&#039;s state changes throughout the rest of the current level, making certain glitches impossible to perform, while making others much easier. Entering certain Free Camera Locations (see above) can reset this state, causing Rayman to act as if he has not grabbed a ledge.&lt;br /&gt;
&lt;br /&gt;
====Look Mode Activation====&lt;br /&gt;
Certain glitches in the game require that look mode is activated at least once in the level before they can be executed. Entering certain locations can cause the game to act as if look mode has not yet been activated, requiring the player to activate it again.&lt;br /&gt;
&lt;br /&gt;
===Important Glitches===&lt;br /&gt;
====Superjump (SJ)====&lt;br /&gt;
&#039;&#039;This glitch has limited effectiveness on the PS2 version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch has limited effectiveness in Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A superjump allows Rayman to reach extremely high places, often bypassing large areas. It is performed by tapping or holding the look mode button while falling off certain ledges. This is easiest to do by entering strafe mode, then walking off a ledge and pressing the look mode button. Certain ledges give larger and more reliable superjumps than other ledges, while some ledges have no affect at all, or can even accelerate Rayman downwards at high speeds. &lt;br /&gt;
(Discovered by PewableShift)&lt;br /&gt;
&lt;br /&gt;
====Midair Superjump (MSJ)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed in Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch required Look Mode to have been activated at least once before it is used&#039;&#039;&lt;br /&gt;
A midair superjump allows Rayman to perform a small superjump in midair rather than on a ledge. It is performed by jumping, then holding the look mode button while tapping the jump button to helicopter for a brief period. If done correctly, the game should enter look mode for a small period, causing a superjump. If the player performs this while holding the analog stick against a wall, they may gain some height.&lt;br /&gt;
(Discovered by GamePro011)&lt;br /&gt;
&lt;br /&gt;
====Extended Superjump (ESJ)====&lt;br /&gt;
&#039;&#039;This glitch has limited effectiveness on the PS2 version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An extended superjump allows the player to increase the height they get when performing a superjump by extending the amount of time that Rayman is in look mode. To perform an extended superjump, follow the instructions to perform a normal superjump, but instead of only pressing the look mode button once, quickly and repeatedly tap it for the duration of the ESJ.&lt;br /&gt;
(Discovered by KirbyComment)&lt;br /&gt;
&lt;br /&gt;
====Camera Buffered Superjump (CBSJ)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed on the GameCube version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A camera buffered superjump allows Rayman to gain height on certain ledges that a normal superjump does not work on. It is performed by entering snapshot mode as Rayman falls off certain ledges, then holding the look mode button and exiting snapshot mode. This is easiest to do by entering strafe mode, then walking off a ledge and performing the glitch as described. A variant of this glitch, known as the Camera Superjump (CSJ) can be performed the same way but without holding look mode. This has a similar effect but is less reliable and effective, meaning that it is not used.&lt;br /&gt;
(Discovered by Alekzoz)&lt;br /&gt;
&lt;br /&gt;
====Extended Camera Buffered Superjump (ECBSJ)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed on the GameCube version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch is more consistent if Rayman has grabbed a ledge&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An extended camera buffered superjump is a combination of the extended superjump and the camera buffered superjump. It allows Rayman to increase the height they get when performing a camera buffered superjump by extending the amount of time that Rayman is in look mode. To perform an extended camera buffered superjump, follow the instructions to perform a normal camera buffered superjump, but after exiting snapshot mode, quickly and repeatedly tap the look mode button instead of holding it or letting it go.&lt;br /&gt;
(Discovered by KirbyComment)&lt;br /&gt;
&lt;br /&gt;
====Camera Buffered Midair Superjump (CBMSJ)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed on the GameCube version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch can only be performed in Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch can not be performed if Rayman has grabbed a ledge&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A camera buffered midair superjump is a combination of the midair superjump and the camera buffered superjump. In areas where it can be used, it vastly increases the height Rayman would get from a normal midair superjump. To perform it, Rayman must jump against a wall, and with the analog stick tilted in the direction of the wall, the player must enter snapshot mode, hold the look mode button, then exit snapshot mode.&lt;br /&gt;
(Discovered by Alekzoz?)&lt;br /&gt;
&lt;br /&gt;
====Rolling Superjump (RSJ)====&lt;br /&gt;
A rolling superjump can move Rayman upwards to varying heights. To perform a rolling superjump, the player must roll forwards in certain areas (often hitting a ledge at the end of the roll).&lt;br /&gt;
(Discovered by some scorers)&lt;br /&gt;
&lt;br /&gt;
====Glidewalk (GW)====&lt;br /&gt;
&#039;&#039;This glitch can not be performed on the PC version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A glidewalk causes Rayman to move around in midair while slowly falling, as if he were using his helicopter, but in the standing position. To perform a glidewalk, the player must perform a superjump or extended superjump, then immediately hold the jump button after releasing the look mode button. If Rayman touches certain walls or slopes in a glidewalk, he can be pushed upwards. Releasing the joystick while touching a wall can cause Rayman to clip through, allowing him to bypass certain areas.&lt;br /&gt;
(Discovered by Got4n)&lt;br /&gt;
&lt;br /&gt;
====Midair Glidewalk (MGW)====&lt;br /&gt;
&#039;&#039;This glitch can not be performed on the PC version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch can only be performed in Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A midair glidewalk acts in the same way as a glidewalk. It is performed by jumping, holding the look mode button, then tapping the jump button twice in quick succession. As this glitch is frame perfect, it isn&#039;t commonly used, and is usually replaced with a Buffered Midair Glidewalk.&lt;br /&gt;
(Discovered by Gamepro011)&lt;br /&gt;
&lt;br /&gt;
====Buffered Midair Glidewalk (BMGW, often refered to as just MGW)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed in certain Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch can not be performed if Rayman has grabbed a ledge&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A buffered midair glidewalk acts the same as a glidewalk and midair glidewalk, but it is easier to perform and works on the PC version. It is performed by jumping, activating the helicopter, entering snapshot mode while the helicopter is active, releasing the jump button, holding the look mode button, exiting snapshot mode then immediately pressing and holding the jump button. In a few locations, this can be performed by simply holding the look mode button while in midair, then pressing the jump button.&lt;br /&gt;
(Discovered by Gamepro011)&lt;br /&gt;
&lt;br /&gt;
====Moonglide (MG)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed in certain Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch can not be performed if Rayman has grabbed a ledge&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A moonglide is similar to a glidewalk but instead of falling downwards, Rayman moves upwards for a brief period. A moonglide is performed by jumping, entering snapshot mode, holding look mode, then exiting snapshot mode. Depending on at what point in the jump the glitch was activated, you will glide upwards by varying amounts. In a few locations, this can be performed by simply holding the look mode button while in midair.&lt;br /&gt;
(Discovered by LightWeightRunner)&lt;br /&gt;
&lt;br /&gt;
====Moonbounce (MB)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed in Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A moonbounce is similar to moonglide, but is activated using a bouncy object such as a balloon and will gain more height. If Rayman performs a superjump or midair superjump as he touches the bouncy object, he will accelerate upwards. In locations where a moonglide can be performed and a bouncy object exists, this can be performed by performing a moonglide just after bouncing.&lt;br /&gt;
(Discovered by LightWeightRunner)&lt;br /&gt;
&lt;br /&gt;
====Playable Camera Mode (PCM)====&lt;br /&gt;
Playable camera mode allows the player to move Rayman while he is in snapshot mode. The primary use for this is infinite flight, as it causes combat fatigues to never expire. There are two parts of the snapshot mode menu, the question screen, and the Yes/No screen. While in the question screen, Rayman&#039;s movement (on some platforms) and the camera may act strange. Because of this, most people tend to stay in the Yes/No screen. It is important that while in the Yes/No screen, the A button is not pressed while &amp;quot;Yes&amp;quot; is highlighted, as it cancels the glitch. Because PCM disables look mode, any glitches requiring it will not be possible.&lt;br /&gt;
&lt;br /&gt;
There are three different ways to perform this glitch. Start of level PCM is performed by enabling snapshot mode just as a level starts. The difficulty of performing this varies by level and by platform, however. Cage PCM can be performed wherever there is a cage, by enabling snapshot mode as the cage is destroyed. This can only be performed if the cage has not yet been destroyed on the save file, however. Knaaren PCM is the easiest, and is performed by getting hit enough times by a Knaaren to trigger the teensie cutscene, pausing, unpausing, then enabling snapshot mode and waiting for the teensie cutscene to end.&lt;br /&gt;
&lt;br /&gt;
====Infinite Powerup Glitch (IPG)====&lt;br /&gt;
&#039;&#039;One variant of this glitch can not be performed on the PC version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Infinite Powerup Glitch is a glitch that causes cutscene bars to appear during gameplay, causing the player to be unable to pause or enter snapshot mode, and for any combat fatigues to never expire. It occurs when a cutscene is interrupted in a way that the game does not expect, for example, by jumping from a free to a fixed camera location as the cutscene starts. The only variant of this glitch used in a speedrun is in the second part of the Tower of the Leptys. After defeating the two Lavomatrixes at the start of the level, a fanfare should play. Jumping onto the nearby stairs as the fanfare finishes and the cutscene starts causes the camera to switch from a free camera to a fixed camera during the cutscene, interrupting it and causing IPG. For unknown reasons, this variant does not work on the PC version.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[http://www.raymanpc.com/forum/viewtopic.php?f=13&amp;amp;t=4986 &#039;&#039;Rayman 3&#039;&#039; score topic at Pirate-Community]&lt;br /&gt;
*[http://www.raymanpc.com/forum/viewtopic.php?f=13&amp;amp;t=1031 &#039;&#039;Rayman 1&#039;&#039; topic at Pirate-Community]&lt;br /&gt;
&lt;br /&gt;
[[Category:Other]]&lt;/div&gt;</summary>
		<author><name>Technology4617</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=Category:Speedrunning&amp;diff=50712</id>
		<title>Category:Speedrunning</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=Category:Speedrunning&amp;diff=50712"/>
		<updated>2016-07-06T08:50:40Z</updated>

		<summary type="html">&lt;p&gt;Technology4617: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rewrite-expand}}&lt;br /&gt;
&lt;br /&gt;
For those wishing to speedrun or TAS games in the [[Rayman (series)|&#039;&#039;Rayman&#039;&#039; franchise]], this page features a collection of the known tricks and glitches in each game, as well as tips to help speedrunners get through the game faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;[[Rayman 1|Rayman]]&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
===General Tips===&lt;br /&gt;
&lt;br /&gt;
* The American PlayStation release is the standard for speedrunning, and is the most well-documented.&lt;br /&gt;
&lt;br /&gt;
* If the player holds down a given button, Rayman will perform the corresponding action as soon as possible. For instance, if the player does not have the helicopter ability, holding down X will cause them to jump the first frame they touch a vine.&lt;br /&gt;
&lt;br /&gt;
* Jump-punching is twice as powerful as a regular punch.&lt;br /&gt;
&lt;br /&gt;
* Getting a bigger tether off of a Ring allows the player to move farther and higher than would otherwise be possible.&lt;br /&gt;
&lt;br /&gt;
* If the player changes direction before they are hit by a non-moving object, they can change the direction they are boosted. This applies to some moving objects as well.&lt;br /&gt;
&lt;br /&gt;
* If it is necessary to replay a stage to get a cage, it is typically best to avoid side paths until the second playthrough.&lt;br /&gt;
&lt;br /&gt;
* Jumping quickly to the left and right on vines allows the player to get up them more quickly than simply climbing up them.&lt;br /&gt;
&lt;br /&gt;
* Players can death abuse to checkpoints to avoid backtracking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Important Glitches ===&lt;br /&gt;
&lt;br /&gt;
====Froot Loop Boosting====&lt;br /&gt;
Rayman has a massive amount of speed while swinging on a Ring, but this is automatically reduced to walking, running, or no speed as soon as he jumps off, depending on whether the player holds left, right, or nothing on the D-Pad.&lt;br /&gt;
&lt;br /&gt;
However, the team forgot to program in a given amount of movement when holding up or down, allowing the player to effectively keep any velocity the game &amp;quot;thinks&amp;quot; they have at any given time. This was never patched in any of the game&#039;s subsequent releases despite the obvious nature of the programming error.&lt;br /&gt;
&lt;br /&gt;
Some enemies will also give Rayman similarly immense speed, which can be maintained via this same trick.&lt;br /&gt;
&lt;br /&gt;
====Speed Storage====&lt;br /&gt;
A relatively new discovery found during the making of the PlayStation TAS. In a similar fashion to Rings, speeds above walking are stored in the game&#039;s memory until they are reset. As such, if the player refrains from gaining speed before jumping off the side of an event (such as moving platforms and plums), they will regain their prior momentum. One particularly noteworthy example of this is &amp;quot;Plum Skip Skip,&amp;quot; which uses the momentum gained in Mr. Sax&#039;s Hullabaloo to get over to a vine in Moskito&#039;s Nest that would otherwise not be possible to reach, saving nearly a minute of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[https://www.youtube.com/playlist?list=PL7MU56BZ114jus4GG3oat0iH6Iq93ayRO Video Tutorial]===&lt;br /&gt;
An in-depth video tutorial done by a speedrunner by the name of Shoteru. Despite being made towards the start of 2015, it is still mostly current, with a few major exceptions. &lt;br /&gt;
==&#039;&#039;[[Rayman 2]]&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;[[Rayman Revolution]]&#039;&#039;==&lt;br /&gt;
For &#039;&#039;[[Rayman Revolution]]&#039;&#039; the NTSC-J version is the best as its cutscenes are shorter due to there being less text to display. However, the tricks listed below are valid for all versions.&lt;br /&gt;
&lt;br /&gt;
=== Any % ===&lt;br /&gt;
&lt;br /&gt;
==== General ====&lt;br /&gt;
Note that most of the general tricks from &#039;&#039;[[Rayman 2]]&#039;&#039; also work in &#039;&#039;[[Rayman Revolution]]&#039;&#039; as well. These are however, tricks that are exclusive to &#039;&#039;[[Rayman Revolution]]&#039;&#039;.&lt;br /&gt;
*By moving Rayman sideways in any direction, while moving the camera so that Rayman is moving to the side, his movement speed can be doubled.&lt;br /&gt;
*By having Rayman shoot, right before landing in a body of water, the player can have the animation skipped.&lt;br /&gt;
*By jumping diagonally in a wall jump, the player can save a few seconds.&lt;br /&gt;
&lt;br /&gt;
==== [[The Woods of Light]] ====&lt;br /&gt;
For the jail-escape part it&#039;s a lot faster jumping while sliding down. Once the next part is entered, there is a way to skip the [[Murfy]] dialogue after the first cage has been broken. To do so, the player must land on the rocks behind the cage, once it has been hit twice, and then quickly jump up again. The next trick will allow the player to skip the cutscene with the [[baby Globox]]es. To do so, the player must land their jump on the far left side of the ledge where they are. By doing this the cutscene trigger will be skipped, and the player can move on by jumping into the tunnel. Once the wall-jump area is reached, it is once again faster to jump diagonally.&lt;br /&gt;
&lt;br /&gt;
==== [[The Minisaurus Plain]] ====&lt;br /&gt;
For [[the Minisaurus Plain]] you&#039;re going to want to perform a air-swimming bug. You do this by glitching through the walls in the water during the tutorial (watch the video linked below for a better understanding of where to perform the glitch). What you want to do next is to swim into the entrance to [[the Bayou]].&lt;br /&gt;
&lt;br /&gt;
Once you get the question on if you want to save or not, press yes and then choose no on everything else. What this will do is to reload the intro-cutscene to that level. Though, as you entered it before it now thinks you&#039;ve already seen the first [[Razorbeard]] cutscene and now takes you to the next one which is right before [[the Precipice]]. Once you&#039;ve watched the cutscene it will now load the level connected with the cutscene which in this case is [[the Precipice]]. You&#039;re however going to want to leave the level immediately by jumping onto the balloon.&lt;br /&gt;
&lt;br /&gt;
==== [[Rainbow Creek]] ====&lt;br /&gt;
Before entering [[Rainbow Creek]] you&#039;re going to want to activate a special bug-mode which allows you to play while at the save-screen. To do this you&#039;re going to first say yes to saving, press no at the next screen, press cross at he next screen while holding select and then pressing start. Once you enter [[Rainbow Creek]] you&#039;re going to head towards the [[Teensie]]s. However, make sure you don&#039;t exit the save-screen by pressing cross at any time. This gets tricky when you get to the ledge where [[Rayman]] is going to be hanging. It is possible to get up from there, though not that easy as you need to press the right button depending on the angle. An easier way to perform this is to activate this bug-state through another loading-screen in the area.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve made it to the second set of sign where you&#039;ll usually find the [[flying shell]] leading to [[the Crow&#039;s Nest]] you&#039;re going to walk to the edge and stand in a position so that you see the [[Teensie]] [[stone circle]] to the left and a cliff to the right. Once there you&#039;re going to save the game and once the game is saved you&#039;re going to start very high up in the air. If you&#039;ve done this correctly you should be falling into the trigger on your way down which will take you to [[the Crow&#039;s Nest]].&lt;br /&gt;
&lt;br /&gt;
==== [[The Crow&#039;s Nest]] ====&lt;br /&gt;
During the first part of the boss you should stay near the edge to prevent [[Razorbeard]] to jump towards you. Once in the second phase it is a lot faster to defeat him by getting the unlimited-ammo by flying into the small circle at the top while holding down the jump and shoot button (cross and square). While he is taking damage in the lava you can shoot at him to make him get up quicker.&lt;br /&gt;
&lt;br /&gt;
[https://youtu.be/XBOi2jCYcFo Video tutorial]&lt;br /&gt;
&lt;br /&gt;
=== 100% ===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;[[Rayman 3]]&#039;&#039;==&lt;br /&gt;
===Glitch Concepts===&lt;br /&gt;
Certain glitches require Rayman to either be in a certain place, or have Rayman in a certain state. Below are the definitions of these concepts.&lt;br /&gt;
====Fixed/Free Camera====&lt;br /&gt;
One important concept is having a fixed or free camera. Normally when playing though the game, the player has complete control over the camera and can move it around the player at will. This is known as a &#039;&#039;&#039;Free Camera&#039;&#039;&#039;. In some areas, upon entry, the camera may automatically attempt to fix itself in a certain location or zoom out. If the player were to attempt to move the camera in one of these locations, they would find that it moves much slower than normal for a few seconds, before it breaks free and returns to its normal location just behind Rayman. This type of camera is known as a &#039;&#039;&#039;Fixed Camera&#039;&#039;&#039;. When the camera is fixed, Rayman is said to be in a &#039;&#039;&#039;Fixed Camera Location&#039;&#039;&#039;. The act of moving the camera in one of these locations so that it breaks free is known as &#039;&#039;&#039;freeing the camera&#039;&#039;&#039;. Usually, when returning to a fixed camera location after freeing the camera, the camera returns to its fixed state, however, this is not always the case. Certain glitches require Rayman to have a fixed camera, while others may be limited in effectiveness because of it.&lt;br /&gt;
&lt;br /&gt;
====Ledge Grabbing====&lt;br /&gt;
When Rayman collides with the edge of a platform, he is put into a position where he is hanging from the side of the platform, which is known as &#039;&#039;&#039;Ledge Grabbing&#039;&#039;&#039;. If this happens, Rayman&#039;s state changes throughout the rest of the current level, making certain glitches impossible to perform, while making others much easier. Entering certain Free Camera Locations (see above) can reset this state, causing Rayman to act as if he has not grabbed a ledge.&lt;br /&gt;
&lt;br /&gt;
====Look Mode Activation====&lt;br /&gt;
Certain glitches in the game require that look mode is activated at least once in the level before they can be executed. Entering certain locations can cause the game to act as if look mode has not yet been activated, requiring the player to activate it again.&lt;br /&gt;
&lt;br /&gt;
===Important Glitches===&lt;br /&gt;
====Superjump (SJ)====&lt;br /&gt;
&#039;&#039;This glitch has limited effectiveness on the PS2 version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch has limited effectiveness in Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A superjump allows Rayman to reach extremely high places, often bypassing large areas. It is performed by tapping or holding the look mode button while falling off certain ledges. This is easiest to do by entering strafe mode, then walking off a ledge and pressing the look mode button. Certain ledges give larger and more reliable superjumps than other ledges, while some ledges have no affect at all, or can even accelerate Rayman downwards at high speeds. &lt;br /&gt;
(Discovered by PewableShift)&lt;br /&gt;
&lt;br /&gt;
====Midair Superjump (MSJ)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed in Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch required Look Mode to have been activated at least once before it is used&#039;&#039;&lt;br /&gt;
A midair superjump allows Rayman to perform a small superjump in midair rather than on a ledge. It is performed by jumping, then holding the look mode button while tapping the jump button to helicopter for a brief period. If done correctly, the game should enter look mode for a small period, causing a superjump. If the player performs this while holding the analog stick against a wall, they may gain some height.&lt;br /&gt;
(Discovered by GamePro011)&lt;br /&gt;
&lt;br /&gt;
====Extended Superjump (ESJ)====&lt;br /&gt;
&#039;&#039;This glitch has limited effectiveness on the PS2 version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An extended superjump allows the player to increase the height they get when performing a superjump by extending the amount of time that Rayman is in look mode. To perform an extended superjump, follow the instructions to perform a normal superjump, but instead of only pressing the look mode button once, quickly and repeatedly tap it for the duration of the ESJ.&lt;br /&gt;
(Discovered by KirbyComment)&lt;br /&gt;
&lt;br /&gt;
====Camera Buffered Superjump (CBSJ)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed on the GameCube version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A camera buffered superjump allows Rayman to gain height on certain ledges that a normal superjump does not work on. It is performed by entering snapshot mode as Rayman falls off certain ledges, then holding the look mode button and exiting snapshot mode. This is easiest to do by entering strafe mode, then walking off a ledge and performing the glitch as described. A variant of this glitch, known as the Camera Superjump (CSJ) can be performed the same way but without holding look mode. This has a similar effect but is less reliable and effective, meaning that it is not used.&lt;br /&gt;
(Discovered by Alekzoz)&lt;br /&gt;
&lt;br /&gt;
====Extended Camera Buffered Superjump (ECBSJ)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed on the GameCube version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch is more consistent if Rayman has grabbed a ledge&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An extended camera buffered superjump is a combination of the extended superjump and the camera buffered superjump. It allows Rayman to increase the height they get when performing a camera buffered superjump by extending the amount of time that Rayman is in look mode. To perform an extended camera buffered superjump, follow the instructions to perform a normal camera buffered superjump, but after exiting snapshot mode, quickly and repeatedly tap the look mode button instead of holding it or letting it go.&lt;br /&gt;
(Discovered by KirbyComment)&lt;br /&gt;
&lt;br /&gt;
====Camera Buffered Midair Superjump (CBMSJ)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed on the GameCube version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch can only be performed in Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch can not be performed if Rayman has grabbed a ledge&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A camera buffered midair superjump is a combination of the midair superjump and the camera buffered superjump. In areas where it can be used, it vastly increases the height Rayman would get from a normal midair superjump. To perform it, Rayman must jump against a wall, and with the analog stick tilted in the direction of the wall, the player must enter snapshot mode, hold the look mode button, then exit snapshot mode.&lt;br /&gt;
(Discovered by Alekzoz?)&lt;br /&gt;
&lt;br /&gt;
====Rolling Superjump (RSJ)====&lt;br /&gt;
A rolling superjump can move Rayman upwards to varying heights. To perform a rolling superjump, the player must roll forwards in certain areas (often hitting a ledge at the end of the roll).&lt;br /&gt;
(Discovered by some scorers)&lt;br /&gt;
&lt;br /&gt;
====Glidewalk (GW)====&lt;br /&gt;
&#039;&#039;This glitch can not be performed on the PC version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A glidewalk causes Rayman to move around in midair while slowly falling, as if he were using his helicopter, but in the standing position. To perform a glidewalk, the player must perform a superjump or extended superjump, then immediately hold the jump button after releasing the look mode button. If Rayman touches certain walls or slopes in a glidewalk, he can be pushed upwards. Releasing the joystick while touching a wall can cause Rayman to clip through, allowing him to bypass certain areas.&lt;br /&gt;
(Discovered by Got4n)&lt;br /&gt;
&lt;br /&gt;
====Midair Glidewalk (MGW)====&lt;br /&gt;
&#039;&#039;This glitch can not be performed on the PC version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch can only be performed in Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A midair glidewalk acts in the same way as a glidewalk. It is performed by jumping, holding the look mode button, then tapping the jump button twice in quick succession. As this glitch is frame perfect, it isn&#039;t commonly used, and is usually replaced with a Buffered Midair Glidewalk.&lt;br /&gt;
(Discovered by Gamepro011)&lt;br /&gt;
&lt;br /&gt;
====Buffered Midair Glidewalk (BMGW, often refered to as just MGW)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed in certain Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch can not be performed if Rayman has grabbed a ledge&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A buffered midair glidewalk acts the same as a glidewalk and midair glidewalk, but it is easier to perform and works on the PC version. It is performed by jumping, activating the helicopter, entering snapshot mode while the helicopter is active, releasing the jump button, holding the look mode button, exiting snapshot mode then immediately pressing and holding the jump button. In a few locations, this can be performed by simply holding the look mode button while in midair, then pressing the jump button.&lt;br /&gt;
(Discovered by Gamepro011)&lt;br /&gt;
&lt;br /&gt;
====Moonglide (MG)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed in certain Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch can not be performed if Rayman has grabbed a ledge&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A moonglide is similar to a glidewalk but instead of falling downwards, Rayman moves upwards for a brief period. A moonglide is performed by jumping, entering snapshot mode, holding look mode, then exiting snapshot mode. Depending on at what point in the jump the glitch was activated, you will glide upwards by varying amounts. In a few locations, this can be performed by simply holding the look mode button while in midair.&lt;br /&gt;
(Discovered by LightWeightRunner)&lt;br /&gt;
&lt;br /&gt;
====Moonbounce (MB)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed in Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A moonbounce is similar to moonglide, but is activated using a bouncy object such as a balloon and will gain more height. If Rayman performs a superjump or midair superjump as he touches the bouncy object, he will accelerate upwards. In locations where a moonglide can be performed and a bouncy object exists, this can be performed by performing a moonglide just after bouncing.&lt;br /&gt;
(Discovered by LightWeightRunner)&lt;br /&gt;
&lt;br /&gt;
====Playable Camera Mode (PCM)====&lt;br /&gt;
Playable camera mode allows the player to move Rayman while he is in snapshot mode. The primary use for this is infinite flight, as it causes combat fatigues to never expire. There are two parts of the snapshot mode menu, the question screen, and the Yes/No screen. While in the question screen, Rayman&#039;s movement (on some platforms) and the camera may act strange. Because of this, most people tend to stay in the Yes/No screen. It is important that while in the Yes/No screen, the A button is not pressed while &amp;quot;Yes&amp;quot; is highlighted, as it cancels the glitch. Because PCM disables look mode, any glitches requiring it will not be possible.&lt;br /&gt;
&lt;br /&gt;
There are three different ways to perform this glitch. Start of level PCM is performed by enabling snapshot mode just as a level starts. The difficulty of performing this varies by level and by platform, however. Cage PCM can be performed wherever there is a cage, by enabling snapshot mode as the cage is destroyed. This can only be performed if the cage has not yet been destroyed on the save file, however. Knaaren PCM is the easiest, and is performed by getting hit enough times by a Knaaren to trigger the teensie cutscene, pausing, unpausing, then enabling snapshot mode and waiting for the teensie cutscene to end.&lt;br /&gt;
&lt;br /&gt;
====Infinite Powerup Glitch (IPG)====&lt;br /&gt;
&#039;&#039;One variant of this glitch can not be performed on the PC version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Infinite Powerup Glitch is a glitch that causes cutscene bars to appear during gameplay, causing the player to be unable to pause or enter snapshot mode, and for any combat fatigues to never expire. It occurs when a cutscene is interrupted in a way that the game does not expect, for example, by jumping from a free to a fixed camera location as the cutscene starts. The only variant of this glitch used in a speedrun is in the second part of the Tower of the Leptys. After defeating the two Lavomatrixes at the start of the level, a fanfare should play. Jumping onto the nearby stairs as the fanfare finishes and the cutscene starts causes the camera to switch from a free camera to a fixed camera during the cutscene, interrupting it and causing IPG. For unknown reasons, this variant does not work on the PC version.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[http://www.raymanpc.com/forum/viewtopic.php?f=13&amp;amp;t=4986 &#039;&#039;Rayman 3&#039;&#039; score topic at Pirate-Community]&lt;br /&gt;
*[http://www.raymanpc.com/forum/viewtopic.php?f=13&amp;amp;t=1031 &#039;&#039;Rayman 1&#039;&#039; topic at Pirate-Community]&lt;br /&gt;
&lt;br /&gt;
[[Category:Other]]&lt;/div&gt;</summary>
		<author><name>Technology4617</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=Category:Speedrunning&amp;diff=50711</id>
		<title>Category:Speedrunning</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=Category:Speedrunning&amp;diff=50711"/>
		<updated>2016-07-06T08:49:50Z</updated>

		<summary type="html">&lt;p&gt;Technology4617: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rewrite-expand}}&lt;br /&gt;
&lt;br /&gt;
For those wishing to speedrun or TAS games in the [[Rayman (series)|&#039;&#039;Rayman&#039;&#039; franchise]], this page features a collection of the known tricks and glitches in each game, as well as tips to help speedrunners get through the game faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;[[Rayman 1|Rayman]]&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
===General Tips===&lt;br /&gt;
&lt;br /&gt;
* The American PlayStation release is the standard for speedrunning, and is the most well-documented.&lt;br /&gt;
&lt;br /&gt;
* If the player holds down a given button, Rayman will perform the corresponding action as soon as possible. For instance, if the player does not have the helicopter ability, holding down X will cause them to jump the first frame they touch a vine.&lt;br /&gt;
&lt;br /&gt;
* Jump-punching is twice as powerful as a regular punch.&lt;br /&gt;
&lt;br /&gt;
* Getting a bigger tether off of a Ring allows the player to move farther and higher than would otherwise be possible.&lt;br /&gt;
&lt;br /&gt;
* If the player changes direction before they are hit by a non-moving object, they can change the direction they are boosted. This applies to some moving objects as well.&lt;br /&gt;
&lt;br /&gt;
* If it is necessary to replay a stage to get a cage, it is typically best to avoid side paths until the second playthrough.&lt;br /&gt;
&lt;br /&gt;
* Jumping quickly to the left and right on vines allows the player to get up them more quickly than simply climbing up them.&lt;br /&gt;
&lt;br /&gt;
* Players can death abuse to checkpoints to avoid backtracking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Important Glitches ===&lt;br /&gt;
&lt;br /&gt;
====Froot Loop Boosting====&lt;br /&gt;
Rayman has a massive amount of speed while swinging on a Ring, but this is automatically reduced to walking, running, or no speed as soon as he jumps off, depending on whether the player holds left, right, or nothing on the D-Pad.&lt;br /&gt;
&lt;br /&gt;
However, the team forgot to program in a given amount of movement when holding up or down, allowing the player to effectively keep any velocity the game &amp;quot;thinks&amp;quot; they have at any given time. This was never patched in any of the game&#039;s subsequent releases despite the obvious nature of the programming error.&lt;br /&gt;
&lt;br /&gt;
Some enemies will also give Rayman similarly immense speed, which can be maintained via this same trick.&lt;br /&gt;
&lt;br /&gt;
====Speed Storage====&lt;br /&gt;
A relatively new discovery found during the making of the PlayStation TAS. In a similar fashion to Rings, speeds above walking are stored in the game&#039;s memory until they are reset. As such, if the player refrains from gaining speed before jumping off the side of an event (such as moving platforms and plums), they will regain their posterior momentum. One particularly noteworthy example of this is &amp;quot;Plum Skip Skip,&amp;quot; which uses the momentum gained in Mr. Sax&#039;s Hullabaloo to get over to a vine in Moskito&#039;s Nest that would otherwise not be possible to reach, saving nearly a minute of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[https://www.youtube.com/playlist?list=PL7MU56BZ114jus4GG3oat0iH6Iq93ayRO Video Tutorial]===&lt;br /&gt;
An in-depth video tutorial done by a speedrunner by the name of Shoteru. Despite being made towards the start of 2015, it is still mostly current, with a few major exceptions. &lt;br /&gt;
==&#039;&#039;[[Rayman 2]]&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;[[Rayman Revolution]]&#039;&#039;==&lt;br /&gt;
For &#039;&#039;[[Rayman Revolution]]&#039;&#039; the NTSC-J version is the best as its cutscenes are shorter due to there being less text to display. However, the tricks listed below are valid for all versions.&lt;br /&gt;
&lt;br /&gt;
=== Any % ===&lt;br /&gt;
&lt;br /&gt;
==== General ====&lt;br /&gt;
Note that most of the general tricks from &#039;&#039;[[Rayman 2]]&#039;&#039; also work in &#039;&#039;[[Rayman Revolution]]&#039;&#039; as well. These are however, tricks that are exclusive to &#039;&#039;[[Rayman Revolution]]&#039;&#039;.&lt;br /&gt;
*By moving Rayman sideways in any direction, while moving the camera so that Rayman is moving to the side, his movement speed can be doubled.&lt;br /&gt;
*By having Rayman shoot, right before landing in a body of water, the player can have the animation skipped.&lt;br /&gt;
*By jumping diagonally in a wall jump, the player can save a few seconds.&lt;br /&gt;
&lt;br /&gt;
==== [[The Woods of Light]] ====&lt;br /&gt;
For the jail-escape part it&#039;s a lot faster jumping while sliding down. Once the next part is entered, there is a way to skip the [[Murfy]] dialogue after the first cage has been broken. To do so, the player must land on the rocks behind the cage, once it has been hit twice, and then quickly jump up again. The next trick will allow the player to skip the cutscene with the [[baby Globox]]es. To do so, the player must land their jump on the far left side of the ledge where they are. By doing this the cutscene trigger will be skipped, and the player can move on by jumping into the tunnel. Once the wall-jump area is reached, it is once again faster to jump diagonally.&lt;br /&gt;
&lt;br /&gt;
==== [[The Minisaurus Plain]] ====&lt;br /&gt;
For [[the Minisaurus Plain]] you&#039;re going to want to perform a air-swimming bug. You do this by glitching through the walls in the water during the tutorial (watch the video linked below for a better understanding of where to perform the glitch). What you want to do next is to swim into the entrance to [[the Bayou]].&lt;br /&gt;
&lt;br /&gt;
Once you get the question on if you want to save or not, press yes and then choose no on everything else. What this will do is to reload the intro-cutscene to that level. Though, as you entered it before it now thinks you&#039;ve already seen the first [[Razorbeard]] cutscene and now takes you to the next one which is right before [[the Precipice]]. Once you&#039;ve watched the cutscene it will now load the level connected with the cutscene which in this case is [[the Precipice]]. You&#039;re however going to want to leave the level immediately by jumping onto the balloon.&lt;br /&gt;
&lt;br /&gt;
==== [[Rainbow Creek]] ====&lt;br /&gt;
Before entering [[Rainbow Creek]] you&#039;re going to want to activate a special bug-mode which allows you to play while at the save-screen. To do this you&#039;re going to first say yes to saving, press no at the next screen, press cross at he next screen while holding select and then pressing start. Once you enter [[Rainbow Creek]] you&#039;re going to head towards the [[Teensie]]s. However, make sure you don&#039;t exit the save-screen by pressing cross at any time. This gets tricky when you get to the ledge where [[Rayman]] is going to be hanging. It is possible to get up from there, though not that easy as you need to press the right button depending on the angle. An easier way to perform this is to activate this bug-state through another loading-screen in the area.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve made it to the second set of sign where you&#039;ll usually find the [[flying shell]] leading to [[the Crow&#039;s Nest]] you&#039;re going to walk to the edge and stand in a position so that you see the [[Teensie]] [[stone circle]] to the left and a cliff to the right. Once there you&#039;re going to save the game and once the game is saved you&#039;re going to start very high up in the air. If you&#039;ve done this correctly you should be falling into the trigger on your way down which will take you to [[the Crow&#039;s Nest]].&lt;br /&gt;
&lt;br /&gt;
==== [[The Crow&#039;s Nest]] ====&lt;br /&gt;
During the first part of the boss you should stay near the edge to prevent [[Razorbeard]] to jump towards you. Once in the second phase it is a lot faster to defeat him by getting the unlimited-ammo by flying into the small circle at the top while holding down the jump and shoot button (cross and square). While he is taking damage in the lava you can shoot at him to make him get up quicker.&lt;br /&gt;
&lt;br /&gt;
[https://youtu.be/XBOi2jCYcFo Video tutorial]&lt;br /&gt;
&lt;br /&gt;
=== 100% ===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;[[Rayman 3]]&#039;&#039;==&lt;br /&gt;
===Glitch Concepts===&lt;br /&gt;
Certain glitches require Rayman to either be in a certain place, or have Rayman in a certain state. Below are the definitions of these concepts.&lt;br /&gt;
====Fixed/Free Camera====&lt;br /&gt;
One important concept is having a fixed or free camera. Normally when playing though the game, the player has complete control over the camera and can move it around the player at will. This is known as a &#039;&#039;&#039;Free Camera&#039;&#039;&#039;. In some areas, upon entry, the camera may automatically attempt to fix itself in a certain location or zoom out. If the player were to attempt to move the camera in one of these locations, they would find that it moves much slower than normal for a few seconds, before it breaks free and returns to its normal location just behind Rayman. This type of camera is known as a &#039;&#039;&#039;Fixed Camera&#039;&#039;&#039;. When the camera is fixed, Rayman is said to be in a &#039;&#039;&#039;Fixed Camera Location&#039;&#039;&#039;. The act of moving the camera in one of these locations so that it breaks free is known as &#039;&#039;&#039;freeing the camera&#039;&#039;&#039;. Usually, when returning to a fixed camera location after freeing the camera, the camera returns to its fixed state, however, this is not always the case. Certain glitches require Rayman to have a fixed camera, while others may be limited in effectiveness because of it.&lt;br /&gt;
&lt;br /&gt;
====Ledge Grabbing====&lt;br /&gt;
When Rayman collides with the edge of a platform, he is put into a position where he is hanging from the side of the platform, which is known as &#039;&#039;&#039;Ledge Grabbing&#039;&#039;&#039;. If this happens, Rayman&#039;s state changes throughout the rest of the current level, making certain glitches impossible to perform, while making others much easier. Entering certain Free Camera Locations (see above) can reset this state, causing Rayman to act as if he has not grabbed a ledge.&lt;br /&gt;
&lt;br /&gt;
====Look Mode Activation====&lt;br /&gt;
Certain glitches in the game require that look mode is activated at least once in the level before they can be executed. Entering certain locations can cause the game to act as if look mode has not yet been activated, requiring the player to activate it again.&lt;br /&gt;
&lt;br /&gt;
===Important Glitches===&lt;br /&gt;
====Superjump (SJ)====&lt;br /&gt;
&#039;&#039;This glitch has limited effectiveness on the PS2 version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch has limited effectiveness in Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A superjump allows Rayman to reach extremely high places, often bypassing large areas. It is performed by tapping or holding the look mode button while falling off certain ledges. This is easiest to do by entering strafe mode, then walking off a ledge and pressing the look mode button. Certain ledges give larger and more reliable superjumps than other ledges, while some ledges have no affect at all, or can even accelerate Rayman downwards at high speeds. &lt;br /&gt;
(Discovered by PewableShift)&lt;br /&gt;
&lt;br /&gt;
====Midair Superjump (MSJ)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed in Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch required Look Mode to have been activated at least once before it is used&#039;&#039;&lt;br /&gt;
A midair superjump allows Rayman to perform a small superjump in midair rather than on a ledge. It is performed by jumping, then holding the look mode button while tapping the jump button to helicopter for a brief period. If done correctly, the game should enter look mode for a small period, causing a superjump. If the player performs this while holding the analog stick against a wall, they may gain some height.&lt;br /&gt;
(Discovered by GamePro011)&lt;br /&gt;
&lt;br /&gt;
====Extended Superjump (ESJ)====&lt;br /&gt;
&#039;&#039;This glitch has limited effectiveness on the PS2 version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An extended superjump allows the player to increase the height they get when performing a superjump by extending the amount of time that Rayman is in look mode. To perform an extended superjump, follow the instructions to perform a normal superjump, but instead of only pressing the look mode button once, quickly and repeatedly tap it for the duration of the ESJ.&lt;br /&gt;
(Discovered by KirbyComment)&lt;br /&gt;
&lt;br /&gt;
====Camera Buffered Superjump (CBSJ)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed on the GameCube version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A camera buffered superjump allows Rayman to gain height on certain ledges that a normal superjump does not work on. It is performed by entering snapshot mode as Rayman falls off certain ledges, then holding the look mode button and exiting snapshot mode. This is easiest to do by entering strafe mode, then walking off a ledge and performing the glitch as described. A variant of this glitch, known as the Camera Superjump (CSJ) can be performed the same way but without holding look mode. This has a similar effect but is less reliable and effective, meaning that it is not used.&lt;br /&gt;
(Discovered by Alekzoz)&lt;br /&gt;
&lt;br /&gt;
====Extended Camera Buffered Superjump (ECBSJ)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed on the GameCube version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch is more consistent if Rayman has grabbed a ledge&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An extended camera buffered superjump is a combination of the extended superjump and the camera buffered superjump. It allows Rayman to increase the height they get when performing a camera buffered superjump by extending the amount of time that Rayman is in look mode. To perform an extended camera buffered superjump, follow the instructions to perform a normal camera buffered superjump, but after exiting snapshot mode, quickly and repeatedly tap the look mode button instead of holding it or letting it go.&lt;br /&gt;
(Discovered by KirbyComment)&lt;br /&gt;
&lt;br /&gt;
====Camera Buffered Midair Superjump (CBMSJ)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed on the GameCube version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch can only be performed in Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch can not be performed if Rayman has grabbed a ledge&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A camera buffered midair superjump is a combination of the midair superjump and the camera buffered superjump. In areas where it can be used, it vastly increases the height Rayman would get from a normal midair superjump. To perform it, Rayman must jump against a wall, and with the analog stick tilted in the direction of the wall, the player must enter snapshot mode, hold the look mode button, then exit snapshot mode.&lt;br /&gt;
(Discovered by Alekzoz?)&lt;br /&gt;
&lt;br /&gt;
====Rolling Superjump (RSJ)====&lt;br /&gt;
A rolling superjump can move Rayman upwards to varying heights. To perform a rolling superjump, the player must roll forwards in certain areas (often hitting a ledge at the end of the roll).&lt;br /&gt;
(Discovered by some scorers)&lt;br /&gt;
&lt;br /&gt;
====Glidewalk (GW)====&lt;br /&gt;
&#039;&#039;This glitch can not be performed on the PC version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A glidewalk causes Rayman to move around in midair while slowly falling, as if he were using his helicopter, but in the standing position. To perform a glidewalk, the player must perform a superjump or extended superjump, then immediately hold the jump button after releasing the look mode button. If Rayman touches certain walls or slopes in a glidewalk, he can be pushed upwards. Releasing the joystick while touching a wall can cause Rayman to clip through, allowing him to bypass certain areas.&lt;br /&gt;
(Discovered by Got4n)&lt;br /&gt;
&lt;br /&gt;
====Midair Glidewalk (MGW)====&lt;br /&gt;
&#039;&#039;This glitch can not be performed on the PC version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch can only be performed in Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A midair glidewalk acts in the same way as a glidewalk. It is performed by jumping, holding the look mode button, then tapping the jump button twice in quick succession. As this glitch is frame perfect, it isn&#039;t commonly used, and is usually replaced with a Buffered Midair Glidewalk.&lt;br /&gt;
(Discovered by Gamepro011)&lt;br /&gt;
&lt;br /&gt;
====Buffered Midair Glidewalk (BMGW, often refered to as just MGW)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed in certain Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch can not be performed if Rayman has grabbed a ledge&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A buffered midair glidewalk acts the same as a glidewalk and midair glidewalk, but it is easier to perform and works on the PC version. It is performed by jumping, activating the helicopter, entering snapshot mode while the helicopter is active, releasing the jump button, holding the look mode button, exiting snapshot mode then immediately pressing and holding the jump button. In a few locations, this can be performed by simply holding the look mode button while in midair, then pressing the jump button.&lt;br /&gt;
(Discovered by Gamepro011)&lt;br /&gt;
&lt;br /&gt;
====Moonglide (MG)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed in certain Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch can not be performed if Rayman has grabbed a ledge&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A moonglide is similar to a glidewalk but instead of falling downwards, Rayman moves upwards for a brief period. A moonglide is performed by jumping, entering snapshot mode, holding look mode, then exiting snapshot mode. Depending on at what point in the jump the glitch was activated, you will glide upwards by varying amounts. In a few locations, this can be performed by simply holding the look mode button while in midair.&lt;br /&gt;
(Discovered by LightWeightRunner)&lt;br /&gt;
&lt;br /&gt;
====Moonbounce (MB)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed in Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A moonbounce is similar to moonglide, but is activated using a bouncy object such as a balloon and will gain more height. If Rayman performs a superjump or midair superjump as he touches the bouncy object, he will accelerate upwards. In locations where a moonglide can be performed and a bouncy object exists, this can be performed by performing a moonglide just after bouncing.&lt;br /&gt;
(Discovered by LightWeightRunner)&lt;br /&gt;
&lt;br /&gt;
====Playable Camera Mode (PCM)====&lt;br /&gt;
Playable camera mode allows the player to move Rayman while he is in snapshot mode. The primary use for this is infinite flight, as it causes combat fatigues to never expire. There are two parts of the snapshot mode menu, the question screen, and the Yes/No screen. While in the question screen, Rayman&#039;s movement (on some platforms) and the camera may act strange. Because of this, most people tend to stay in the Yes/No screen. It is important that while in the Yes/No screen, the A button is not pressed while &amp;quot;Yes&amp;quot; is highlighted, as it cancels the glitch. Because PCM disables look mode, any glitches requiring it will not be possible.&lt;br /&gt;
&lt;br /&gt;
There are three different ways to perform this glitch. Start of level PCM is performed by enabling snapshot mode just as a level starts. The difficulty of performing this varies by level and by platform, however. Cage PCM can be performed wherever there is a cage, by enabling snapshot mode as the cage is destroyed. This can only be performed if the cage has not yet been destroyed on the save file, however. Knaaren PCM is the easiest, and is performed by getting hit enough times by a Knaaren to trigger the teensie cutscene, pausing, unpausing, then enabling snapshot mode and waiting for the teensie cutscene to end.&lt;br /&gt;
&lt;br /&gt;
====Infinite Powerup Glitch (IPG)====&lt;br /&gt;
&#039;&#039;One variant of this glitch can not be performed on the PC version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Infinite Powerup Glitch is a glitch that causes cutscene bars to appear during gameplay, causing the player to be unable to pause or enter snapshot mode, and for any combat fatigues to never expire. It occurs when a cutscene is interrupted in a way that the game does not expect, for example, by jumping from a free to a fixed camera location as the cutscene starts. The only variant of this glitch used in a speedrun is in the second part of the Tower of the Leptys. After defeating the two Lavomatrixes at the start of the level, a fanfare should play. Jumping onto the nearby stairs as the fanfare finishes and the cutscene starts causes the camera to switch from a free camera to a fixed camera during the cutscene, interrupting it and causing IPG. For unknown reasons, this variant does not work on the PC version.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[http://www.raymanpc.com/forum/viewtopic.php?f=13&amp;amp;t=4986 &#039;&#039;Rayman 3&#039;&#039; score topic at Pirate-Community]&lt;br /&gt;
*[http://www.raymanpc.com/forum/viewtopic.php?f=13&amp;amp;t=1031 &#039;&#039;Rayman 1&#039;&#039; topic at Pirate-Community]&lt;br /&gt;
&lt;br /&gt;
[[Category:Other]]&lt;/div&gt;</summary>
		<author><name>Technology4617</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=Category:Speedrunning&amp;diff=50710</id>
		<title>Category:Speedrunning</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=Category:Speedrunning&amp;diff=50710"/>
		<updated>2016-07-06T08:49:10Z</updated>

		<summary type="html">&lt;p&gt;Technology4617: lol&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rewrite-expand}}&lt;br /&gt;
&lt;br /&gt;
For those wishing to speedrun or TAS games in the [[Rayman (series)|&#039;&#039;Rayman&#039;&#039; franchise]], this page features a collection of the known tricks and glitches in each game, as well as tips to help speedrunners get through the game faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;[[Rayman 1|Rayman]]&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
===General Tips===&lt;br /&gt;
&lt;br /&gt;
* The American PlayStation release is the standard for speedrunning, and is the most well-documented.&lt;br /&gt;
&lt;br /&gt;
* If the player holds down a given button, Rayman will perform the corresponding action as soon as possible. For instance, if the player does not have the helicopter ability, holding down X will cause them to jump the first frame they touch a vine.&lt;br /&gt;
&lt;br /&gt;
* Jump-punching is twice as powerful as a regular punch.&lt;br /&gt;
&lt;br /&gt;
* Getting a bigger tether off of a Ring allows the player to move farther and higher than would otherwise be possible.&lt;br /&gt;
&lt;br /&gt;
* If the player changes direction before they are hit by a non-moving object, they can change the direction they are boosted. This applies to some moving objects as well.&lt;br /&gt;
&lt;br /&gt;
* If it is necessary to replay a stage to get a cage, it is typically best to avoid side paths until the second playthrough.&lt;br /&gt;
&lt;br /&gt;
* Jumping quickly to the left and right on vines allows the player to get up them more quickly than simply climbing up them.&lt;br /&gt;
&lt;br /&gt;
* Players can death abuse to checkpoints to avoid backtracking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Important Glitches ===&lt;br /&gt;
&lt;br /&gt;
====Froot Loop Boosting====&lt;br /&gt;
Rayman has a massive amount of speed while swinging on a Ring, but this is automatically reduced to walking, running, or no speed as soon as he jumps off, depending on whether the player holds left, right, or nothing on the D-Pad.&lt;br /&gt;
&lt;br /&gt;
However, the team forgot to program in a given amount of movement when holding up or down, allowing the player to effectively keep any velocity the game &amp;quot;thinks&amp;quot; they have at any given time. This was never patched in any of the game&#039;s subsequent releases despite the obvious nature of the programming error.&lt;br /&gt;
&lt;br /&gt;
Some enemies will also give Rayman similarly immense speed, which can be maintained via this same trick.&lt;br /&gt;
&lt;br /&gt;
====Speed Storage====&lt;br /&gt;
A relatively new discovery found during the making of the PlayStation TAS. In a similar fashion to Rings, speeds above walking are stored in the game&#039;s memory until they are reset. As such, if the player refrains from gaining speed before jumping off the side of an event (such as moving platforms and plums), they will regain their prior momentum. One particularly noteworthy example of this is &amp;quot;Plum Skip Skip,&amp;quot; which uses the momentum gained in Mr. Sax&#039;s Hullabaloo to get over to a vine in Moskito&#039;s Nest that would otherwise not be possible to reach, saving nearly a minute of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[https://www.youtube.com/playlist?list=PL7MU56BZ114jus4GG3oat0iH6Iq93ayRO Video Tutorial]===&lt;br /&gt;
An in-depth video tutorial done by a speedrunner by the name of Shoteru. Despite being made towards the start of 2015, it is still mostly current, with a few major exceptions. &lt;br /&gt;
==&#039;&#039;[[Rayman 2]]&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;[[Rayman Revolution]]&#039;&#039;==&lt;br /&gt;
For &#039;&#039;[[Rayman Revolution]]&#039;&#039; the NTSC-J version is the best as its cutscenes are shorter due to there being less text to display. However, the tricks listed below are valid for all versions.&lt;br /&gt;
&lt;br /&gt;
=== Any % ===&lt;br /&gt;
&lt;br /&gt;
==== General ====&lt;br /&gt;
Note that most of the general tricks from &#039;&#039;[[Rayman 2]]&#039;&#039; also work in &#039;&#039;[[Rayman Revolution]]&#039;&#039; as well. These are however, tricks that are exclusive to &#039;&#039;[[Rayman Revolution]]&#039;&#039;.&lt;br /&gt;
*By moving Rayman sideways in any direction, while moving the camera so that Rayman is moving to the side, his movement speed can be doubled.&lt;br /&gt;
*By having Rayman shoot, right before landing in a body of water, the player can have the animation skipped.&lt;br /&gt;
*By jumping diagonally in a wall jump, the player can save a few seconds.&lt;br /&gt;
&lt;br /&gt;
==== [[The Woods of Light]] ====&lt;br /&gt;
For the jail-escape part it&#039;s a lot faster jumping while sliding down. Once the next part is entered, there is a way to skip the [[Murfy]] dialogue after the first cage has been broken. To do so, the player must land on the rocks behind the cage, once it has been hit twice, and then quickly jump up again. The next trick will allow the player to skip the cutscene with the [[baby Globox]]es. To do so, the player must land their jump on the far left side of the ledge where they are. By doing this the cutscene trigger will be skipped, and the player can move on by jumping into the tunnel. Once the wall-jump area is reached, it is once again faster to jump diagonally.&lt;br /&gt;
&lt;br /&gt;
==== [[The Minisaurus Plain]] ====&lt;br /&gt;
For [[the Minisaurus Plain]] you&#039;re going to want to perform a air-swimming bug. You do this by glitching through the walls in the water during the tutorial (watch the video linked below for a better understanding of where to perform the glitch). What you want to do next is to swim into the entrance to [[the Bayou]].&lt;br /&gt;
&lt;br /&gt;
Once you get the question on if you want to save or not, press yes and then choose no on everything else. What this will do is to reload the intro-cutscene to that level. Though, as you entered it before it now thinks you&#039;ve already seen the first [[Razorbeard]] cutscene and now takes you to the next one which is right before [[the Precipice]]. Once you&#039;ve watched the cutscene it will now load the level connected with the cutscene which in this case is [[the Precipice]]. You&#039;re however going to want to leave the level immediately by jumping onto the balloon.&lt;br /&gt;
&lt;br /&gt;
==== [[Rainbow Creek]] ====&lt;br /&gt;
Before entering [[Rainbow Creek]] you&#039;re going to want to activate a special bug-mode which allows you to play while at the save-screen. To do this you&#039;re going to first say yes to saving, press no at the next screen, press cross at he next screen while holding select and then pressing start. Once you enter [[Rainbow Creek]] you&#039;re going to head towards the [[Teensie]]s. However, make sure you don&#039;t exit the save-screen by pressing cross at any time. This gets tricky when you get to the ledge where [[Rayman]] is going to be hanging. It is possible to get up from there, though not that easy as you need to press the right button depending on the angle. An easier way to perform this is to activate this bug-state through another loading-screen in the area.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve made it to the second set of sign where you&#039;ll usually find the [[flying shell]] leading to [[the Crow&#039;s Nest]] you&#039;re going to walk to the edge and stand in a position so that you see the [[Teensie]] [[stone circle]] to the left and a cliff to the right. Once there you&#039;re going to save the game and once the game is saved you&#039;re going to start very high up in the air. If you&#039;ve done this correctly you should be falling into the trigger on your way down which will take you to [[the Crow&#039;s Nest]].&lt;br /&gt;
&lt;br /&gt;
==== [[The Crow&#039;s Nest]] ====&lt;br /&gt;
During the first part of the boss you should stay near the edge to prevent [[Razorbeard]] to jump towards you. Once in the second phase it is a lot faster to defeat him by getting the unlimited-ammo by flying into the small circle at the top while holding down the jump and shoot button (cross and square). While he is taking damage in the lava you can shoot at him to make him get up quicker.&lt;br /&gt;
&lt;br /&gt;
[https://youtu.be/XBOi2jCYcFo Video tutorial]&lt;br /&gt;
&lt;br /&gt;
=== 100% ===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;[[Rayman 3]]&#039;&#039;==&lt;br /&gt;
===Glitch Concepts===&lt;br /&gt;
Certain glitches require Rayman to either be in a certain place, or have Rayman in a certain state. Below are the definitions of these concepts.&lt;br /&gt;
====Fixed/Free Camera====&lt;br /&gt;
One important concept is having a fixed or free camera. Normally when playing though the game, the player has complete control over the camera and can move it around the player at will. This is known as a &#039;&#039;&#039;Free Camera&#039;&#039;&#039;. In some areas, upon entry, the camera may automatically attempt to fix itself in a certain location or zoom out. If the player were to attempt to move the camera in one of these locations, they would find that it moves much slower than normal for a few seconds, before it breaks free and returns to its normal location just behind Rayman. This type of camera is known as a &#039;&#039;&#039;Fixed Camera&#039;&#039;&#039;. When the camera is fixed, Rayman is said to be in a &#039;&#039;&#039;Fixed Camera Location&#039;&#039;&#039;. The act of moving the camera in one of these locations so that it breaks free is known as &#039;&#039;&#039;freeing the camera&#039;&#039;&#039;. Usually, when returning to a fixed camera location after freeing the camera, the camera returns to its fixed state, however, this is not always the case. Certain glitches require Rayman to have a fixed camera, while others may be limited in effectiveness because of it.&lt;br /&gt;
&lt;br /&gt;
====Ledge Grabbing====&lt;br /&gt;
When Rayman collides with the edge of a platform, he is put into a position where he is hanging from the side of the platform, which is known as &#039;&#039;&#039;Ledge Grabbing&#039;&#039;&#039;. If this happens, Rayman&#039;s state changes throughout the rest of the current level, making certain glitches impossible to perform, while making others much easier. Entering certain Free Camera Locations (see above) can reset this state, causing Rayman to act as if he has not grabbed a ledge.&lt;br /&gt;
&lt;br /&gt;
====Look Mode Activation====&lt;br /&gt;
Certain glitches in the game require that look mode is activated at least once in the level before they can be executed. Entering certain locations can cause the game to act as if look mode has not yet been activated, requiring the player to activate it again.&lt;br /&gt;
&lt;br /&gt;
===Important Glitches===&lt;br /&gt;
====Superjump (SJ)====&lt;br /&gt;
&#039;&#039;This glitch has limited effectiveness on the PS2 version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch has limited effectiveness in Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A superjump allows Rayman to reach extremely high places, often bypassing large areas. It is performed by tapping or holding the look mode button while falling off certain ledges. This is easiest to do by entering strafe mode, then walking off a ledge and pressing the look mode button. Certain ledges give larger and more reliable superjumps than other ledges, while some ledges have no affect at all, or can even accelerate Rayman downwards at high speeds. &lt;br /&gt;
(Discovered by PewableShift)&lt;br /&gt;
&lt;br /&gt;
====Midair Superjump (MSJ)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed in Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch required Look Mode to have been activated at least once before it is used&#039;&#039;&lt;br /&gt;
A midair superjump allows Rayman to perform a small superjump in midair rather than on a ledge. It is performed by jumping, then holding the look mode button while tapping the jump button to helicopter for a brief period. If done correctly, the game should enter look mode for a small period, causing a superjump. If the player performs this while holding the analog stick against a wall, they may gain some height.&lt;br /&gt;
(Discovered by GamePro011)&lt;br /&gt;
&lt;br /&gt;
====Extended Superjump (ESJ)====&lt;br /&gt;
&#039;&#039;This glitch has limited effectiveness on the PS2 version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An extended superjump allows the player to increase the height they get when performing a superjump by extending the amount of time that Rayman is in look mode. To perform an extended superjump, follow the instructions to perform a normal superjump, but instead of only pressing the look mode button once, quickly and repeatedly tap it for the duration of the ESJ.&lt;br /&gt;
(Discovered by KirbyComment)&lt;br /&gt;
&lt;br /&gt;
====Camera Buffered Superjump (CBSJ)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed on the GameCube version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A camera buffered superjump allows Rayman to gain height on certain ledges that a normal superjump does not work on. It is performed by entering snapshot mode as Rayman falls off certain ledges, then holding the look mode button and exiting snapshot mode. This is easiest to do by entering strafe mode, then walking off a ledge and performing the glitch as described. A variant of this glitch, known as the Camera Superjump (CSJ) can be performed the same way but without holding look mode. This has a similar effect but is less reliable and effective, meaning that it is not used.&lt;br /&gt;
(Discovered by Alekzoz)&lt;br /&gt;
&lt;br /&gt;
====Extended Camera Buffered Superjump (ECBSJ)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed on the GameCube version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch is more consistent if Rayman has grabbed a ledge&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An extended camera buffered superjump is a combination of the extended superjump and the camera buffered superjump. It allows Rayman to increase the height they get when performing a camera buffered superjump by extending the amount of time that Rayman is in look mode. To perform an extended camera buffered superjump, follow the instructions to perform a normal camera buffered superjump, but after exiting snapshot mode, quickly and repeatedly tap the look mode button instead of holding it or letting it go.&lt;br /&gt;
(Discovered by KirbyComment)&lt;br /&gt;
&lt;br /&gt;
====Camera Buffered Midair Superjump (CBMSJ)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed on the GameCube version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch can only be performed in Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch can not be performed if Rayman has grabbed a ledge&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A camera buffered midair superjump is a combination of the midair superjump and the camera buffered superjump. In areas where it can be used, it vastly increases the height Rayman would get from a normal midair superjump. To perform it, Rayman must jump against a wall, and with the analog stick tilted in the direction of the wall, the player must enter snapshot mode, hold the look mode button, then exit snapshot mode.&lt;br /&gt;
(Discovered by Alekzoz?)&lt;br /&gt;
&lt;br /&gt;
====Rolling Superjump (RSJ)====&lt;br /&gt;
A rolling superjump can move Rayman upwards to varying heights. To perform a rolling superjump, the player must roll forwards in certain areas (often hitting a ledge at the end of the roll).&lt;br /&gt;
(Discovered by some scorers)&lt;br /&gt;
&lt;br /&gt;
====Glidewalk (GW)====&lt;br /&gt;
&#039;&#039;This glitch can not be performed on the PC version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A glidewalk causes Rayman to move around in midair while slowly falling, as if he were using his helicopter, but in the standing position. To perform a glidewalk, the player must perform a superjump or extended superjump, then immediately hold the jump button after releasing the look mode button. If Rayman touches certain walls or slopes in a glidewalk, he can be pushed upwards. Releasing the joystick while touching a wall can cause Rayman to clip through, allowing him to bypass certain areas.&lt;br /&gt;
(Discovered by Got4n)&lt;br /&gt;
&lt;br /&gt;
====Midair Glidewalk (MGW)====&lt;br /&gt;
&#039;&#039;This glitch can not be performed on the PC version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch can only be performed in Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A midair glidewalk acts in the same way as a glidewalk. It is performed by jumping, holding the look mode button, then tapping the jump button twice in quick succession. As this glitch is frame perfect, it isn&#039;t commonly used, and is usually replaced with a Buffered Midair Glidewalk.&lt;br /&gt;
(Discovered by Gamepro011)&lt;br /&gt;
&lt;br /&gt;
====Buffered Midair Glidewalk (BMGW, often refered to as just MGW)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed in certain Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch can not be performed if Rayman has grabbed a ledge&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A buffered midair glidewalk acts the same as a glidewalk and midair glidewalk, but it is easier to perform and works on the PC version. It is performed by jumping, activating the helicopter, entering snapshot mode while the helicopter is active, releasing the jump button, holding the look mode button, exiting snapshot mode then immediately pressing and holding the jump button. In a few locations, this can be performed by simply holding the look mode button while in midair, then pressing the jump button.&lt;br /&gt;
(Discovered by Gamepro011)&lt;br /&gt;
&lt;br /&gt;
====Moonglide (MG)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed in certain Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch can not be performed if Rayman has grabbed a ledge&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A moonglide is similar to a glidewalk but instead of falling downwards, Rayman moves upwards for a brief period. A moonglide is performed by jumping, entering snapshot mode, holding look mode, then exiting snapshot mode. Depending on at what point in the jump the glitch was activated, you will glide upwards by varying amounts. In a few locations, this can be performed by simply holding the look mode button while in midair.&lt;br /&gt;
(Discovered by LightWeightRunner)&lt;br /&gt;
&lt;br /&gt;
====Moonbounce (MB)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed in Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A moonbounce is similar to moonglide, but is activated using a bouncy object such as a balloon and will gain more height. If Rayman performs a superjump or midair superjump as he touches the bouncy object, he will accelerate upwards. In locations where a moonglide can be performed and a bouncy object exists, this can be performed by performing a moonglide just after bouncing.&lt;br /&gt;
(Discovered by LightWeightRunner)&lt;br /&gt;
&lt;br /&gt;
====Playable Camera Mode (PCM)====&lt;br /&gt;
Playable camera mode allows the player to move Rayman while he is in snapshot mode. The primary use for this is infinite flight, as it causes combat fatigues to never expire. There are two parts of the snapshot mode menu, the question screen, and the Yes/No screen. While in the question screen, Rayman&#039;s movement (on some platforms) and the camera may act strange. Because of this, most people tend to stay in the Yes/No screen. It is important that while in the Yes/No screen, the A button is not pressed while &amp;quot;Yes&amp;quot; is highlighted, as it cancels the glitch. Because PCM disables look mode, any glitches requiring it will not be possible.&lt;br /&gt;
&lt;br /&gt;
There are three different ways to perform this glitch. Start of level PCM is performed by enabling snapshot mode just as a level starts. The difficulty of performing this varies by level and by platform, however. Cage PCM can be performed wherever there is a cage, by enabling snapshot mode as the cage is destroyed. This can only be performed if the cage has not yet been destroyed on the save file, however. Knaaren PCM is the easiest, and is performed by getting hit enough times by a Knaaren to trigger the teensie cutscene, pausing, unpausing, then enabling snapshot mode and waiting for the teensie cutscene to end.&lt;br /&gt;
&lt;br /&gt;
====Infinite Powerup Glitch (IPG)====&lt;br /&gt;
&#039;&#039;One variant of this glitch can not be performed on the PC version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Infinite Powerup Glitch is a glitch that causes cutscene bars to appear during gameplay, causing the player to be unable to pause or enter snapshot mode, and for any combat fatigues to never expire. It occurs when a cutscene is interrupted in a way that the game does not expect, for example, by jumping from a free to a fixed camera location as the cutscene starts. The only variant of this glitch used in a speedrun is in the second part of the Tower of the Leptys. After defeating the two Lavomatrixes at the start of the level, a fanfare should play. Jumping onto the nearby stairs as the fanfare finishes and the cutscene starts causes the camera to switch from a free camera to a fixed camera during the cutscene, interrupting it and causing IPG. For unknown reasons, this variant does not work on the PC version.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[http://www.raymanpc.com/forum/viewtopic.php?f=13&amp;amp;t=4986 &#039;&#039;Rayman 3&#039;&#039; score topic at Pirate-Community]&lt;br /&gt;
*[http://www.raymanpc.com/forum/viewtopic.php?f=13&amp;amp;t=1031 &#039;&#039;Rayman 1&#039;&#039; topic at Pirate-Community]&lt;br /&gt;
&lt;br /&gt;
[[Category:Other]]&lt;/div&gt;</summary>
		<author><name>Technology4617</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=Category:Speedrunning&amp;diff=50709</id>
		<title>Category:Speedrunning</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=Category:Speedrunning&amp;diff=50709"/>
		<updated>2016-07-05T18:18:38Z</updated>

		<summary type="html">&lt;p&gt;Technology4617: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rewrite-expand}}&lt;br /&gt;
&lt;br /&gt;
For those wishing to speedrun or TAS games in the [[Rayman (series)|&#039;&#039;Rayman&#039;&#039; franchise]], this page features a collection of the known tricks and glitches in each game, as well as tips to help speedrunners get through the game faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;[[Rayman 1|Rayman]]&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
===General Tips===&lt;br /&gt;
&lt;br /&gt;
* The American PlayStation release is the standard for speedrunning, and is the most well-documented.&lt;br /&gt;
&lt;br /&gt;
* If the player holds down a given button, Rayman will perform the corresponding action as soon as possible. For instance, if the player does not have the helicopter ability, holding down X will cause them to jump the first frame they touch a vine.&lt;br /&gt;
&lt;br /&gt;
* Jump-punching is twice as powerful as a regular punch.&lt;br /&gt;
&lt;br /&gt;
* Getting a bigger tether off of a Ring allows the player to move farther and higher than would otherwise be possible.&lt;br /&gt;
&lt;br /&gt;
* If the player changes direction before they are hit by a non-moving object, they can change the direction they are boosted. This applies to some moving objects as well.&lt;br /&gt;
&lt;br /&gt;
* If it is necessary to replay a stage to get a cage, it is typically best to avoid side paths until the second playthrough.&lt;br /&gt;
&lt;br /&gt;
* Jumping quickly to the left and right on vines allows the player to get up them more quickly than simply climbing up them.&lt;br /&gt;
&lt;br /&gt;
* Players can death abuse to checkpoints to avoid backtracking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Important Glitches ===&lt;br /&gt;
&lt;br /&gt;
====Froot Loop Boosting====&lt;br /&gt;
Rayman has a massive amount of speed while swinging on a Ring, but this is automatically reduced to walking, running, or no speed as soon as he jumps off, depending on whether the player holds left, right, or nothing on the D-Pad.&lt;br /&gt;
&lt;br /&gt;
However, the team forgot to program in a given amount of movement when holding up or down, allowing the player to effectively keep any velocity the game &amp;quot;thinks&amp;quot; they have at any given time. This was never patched in any of the game&#039;s subsequent releases despite the obvious nature of the programming error.&lt;br /&gt;
&lt;br /&gt;
Some enemies will also give Rayman similarly immense speed, which can be maintained via this same trick.&lt;br /&gt;
&lt;br /&gt;
====Speed Storage====&lt;br /&gt;
A relatively new discovery found during the making of the PlayStation TAS. In a similar fashion to Rings, speeds above walking are stored in the game&#039;s memory until they are reset. As such, if the player refrains from gaining speed before jumping off the side of an event (such as moving platforms and plums). One particularly noteworthy example of this is &amp;quot;Plum Skip Skip,&amp;quot; which uses the momentum gained in Mr. Sax&#039;s Hullabaloo to get over to a vine in Moskito&#039;s Nest that would otherwise not be possible to reach, saving nearly a minute of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[https://www.youtube.com/playlist?list=PL7MU56BZ114jus4GG3oat0iH6Iq93ayRO Video Tutorial]===&lt;br /&gt;
An in-depth video tutorial done by a speedrunner by the name of Shoteru. Despite being made towards the start of 2015, it is still mostly current, with a few major exceptions. &lt;br /&gt;
==&#039;&#039;[[Rayman 2]]&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;[[Rayman Revolution]]&#039;&#039;==&lt;br /&gt;
For &#039;&#039;[[Rayman Revolution]]&#039;&#039; the NTSC-J version is the best as its cutscenes are shorter due to there being less text to display. However, the tricks listed below are valid for all versions.&lt;br /&gt;
&lt;br /&gt;
=== Any % ===&lt;br /&gt;
&lt;br /&gt;
==== General ====&lt;br /&gt;
Note that most of the general tricks from &#039;&#039;[[Rayman 2]]&#039;&#039; also work in &#039;&#039;[[Rayman Revolution]]&#039;&#039; as well. These are however, tricks that are exclusive to &#039;&#039;[[Rayman Revolution]]&#039;&#039;.&lt;br /&gt;
*By moving Rayman sideways in any direction, while moving the camera so that Rayman is moving to the side, his movement speed can be doubled.&lt;br /&gt;
*By having Rayman shoot, right before landing in a body of water, the player can have the animation skipped.&lt;br /&gt;
*By jumping diagonally in a wall jump, the player can save a few seconds.&lt;br /&gt;
&lt;br /&gt;
==== [[The Woods of Light]] ====&lt;br /&gt;
For the jail-escape part it&#039;s a lot faster jumping while sliding down. Once the next part is entered, there is a way to skip the [[Murfy]] dialogue after the first cage has been broken. To do so, the player must land on the rocks behind the cage, once it has been hit twice, and then quickly jump up again. The next trick will allow the player to skip the cutscene with the [[baby Globox]]es. To do so, the player must land their jump on the far left side of the ledge where they are. By doing this the cutscene trigger will be skipped, and the player can move on by jumping into the tunnel. Once the wall-jump area is reached, it is once again faster to jump diagonally.&lt;br /&gt;
&lt;br /&gt;
==== [[The Minisaurus Plain]] ====&lt;br /&gt;
For [[the Minisaurus Plain]] you&#039;re going to want to perform a air-swimming bug. You do this by glitching through the walls in the water during the tutorial (watch the video linked below for a better understanding of where to perform the glitch). What you want to do next is to swim into the entrance to [[the Bayou]].&lt;br /&gt;
&lt;br /&gt;
Once you get the question on if you want to save or not, press yes and then choose no on everything else. What this will do is to reload the intro-cutscene to that level. Though, as you entered it before it now thinks you&#039;ve already seen the first [[Razorbeard]] cutscene and now takes you to the next one which is right before [[the Precipice]]. Once you&#039;ve watched the cutscene it will now load the level connected with the cutscene which in this case is [[the Precipice]]. You&#039;re however going to want to leave the level immediately by jumping onto the balloon.&lt;br /&gt;
&lt;br /&gt;
==== [[Rainbow Creek]] ====&lt;br /&gt;
Before entering [[Rainbow Creek]] you&#039;re going to want to activate a special bug-mode which allows you to play while at the save-screen. To do this you&#039;re going to first say yes to saving, press no at the next screen, press cross at he next screen while holding select and then pressing start. Once you enter [[Rainbow Creek]] you&#039;re going to head towards the [[Teensie]]s. However, make sure you don&#039;t exit the save-screen by pressing cross at any time. This gets tricky when you get to the ledge where [[Rayman]] is going to be hanging. It is possible to get up from there, though not that easy as you need to press the right button depending on the angle. An easier way to perform this is to activate this bug-state through another loading-screen in the area.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve made it to the second set of sign where you&#039;ll usually find the [[flying shell]] leading to [[the Crow&#039;s Nest]] you&#039;re going to walk to the edge and stand in a position so that you see the [[Teensie]] [[stone circle]] to the left and a cliff to the right. Once there you&#039;re going to save the game and once the game is saved you&#039;re going to start very high up in the air. If you&#039;ve done this correctly you should be falling into the trigger on your way down which will take you to [[the Crow&#039;s Nest]].&lt;br /&gt;
&lt;br /&gt;
==== [[The Crow&#039;s Nest]] ====&lt;br /&gt;
During the first part of the boss you should stay near the edge to prevent [[Razorbeard]] to jump towards you. Once in the second phase it is a lot faster to defeat him by getting the unlimited-ammo by flying into the small circle at the top while holding down the jump and shoot button (cross and square). While he is taking damage in the lava you can shoot at him to make him get up quicker.&lt;br /&gt;
&lt;br /&gt;
[https://youtu.be/XBOi2jCYcFo Video tutorial]&lt;br /&gt;
&lt;br /&gt;
=== 100% ===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;[[Rayman 3]]&#039;&#039;==&lt;br /&gt;
===Glitch Concepts===&lt;br /&gt;
Certain glitches require Rayman to either be in a certain place, or have Rayman in a certain state. Below are the definitions of these concepts.&lt;br /&gt;
====Fixed/Free Camera====&lt;br /&gt;
One important concept is having a fixed or free camera. Normally when playing though the game, the player has complete control over the camera and can move it around the player at will. This is known as a &#039;&#039;&#039;Free Camera&#039;&#039;&#039;. In some areas, upon entry, the camera may automatically attempt to fix itself in a certain location or zoom out. If the player were to attempt to move the camera in one of these locations, they would find that it moves much slower than normal for a few seconds, before it breaks free and returns to its normal location just behind Rayman. This type of camera is known as a &#039;&#039;&#039;Fixed Camera&#039;&#039;&#039;. When the camera is fixed, Rayman is said to be in a &#039;&#039;&#039;Fixed Camera Location&#039;&#039;&#039;. The act of moving the camera in one of these locations so that it breaks free is known as &#039;&#039;&#039;freeing the camera&#039;&#039;&#039;. Usually, when returning to a fixed camera location after freeing the camera, the camera returns to its fixed state, however, this is not always the case. Certain glitches require Rayman to have a fixed camera, while others may be limited in effectiveness because of it.&lt;br /&gt;
&lt;br /&gt;
====Ledge Grabbing====&lt;br /&gt;
When Rayman collides with the edge of a platform, he is put into a position where he is hanging from the side of the platform, which is known as &#039;&#039;&#039;Ledge Grabbing&#039;&#039;&#039;. If this happens, Rayman&#039;s state changes throughout the rest of the current level, making certain glitches impossible to perform, while making others much easier. Entering certain Free Camera Locations (see above) can reset this state, causing Rayman to act as if he has not grabbed a ledge.&lt;br /&gt;
&lt;br /&gt;
====Look Mode Activation====&lt;br /&gt;
Certain glitches in the game require that look mode is activated at least once in the level before they can be executed. Entering certain locations can cause the game to act as if look mode has not yet been activated, requiring the player to activate it again.&lt;br /&gt;
&lt;br /&gt;
===Important Glitches===&lt;br /&gt;
====Superjump (SJ)====&lt;br /&gt;
&#039;&#039;This glitch has limited effectiveness on the PS2 version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch has limited effectiveness in Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A superjump allows Rayman to reach extremely high places, often bypassing large areas. It is performed by tapping or holding the look mode button while falling off certain ledges. This is easiest to do by entering strafe mode, then walking off a ledge and pressing the look mode button. Certain ledges give larger and more reliable superjumps than other ledges, while some ledges have no affect at all, or can even accelerate Rayman downwards at high speeds. &lt;br /&gt;
(Discovered by PewableShift)&lt;br /&gt;
&lt;br /&gt;
====Midair Superjump (MSJ)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed in Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch required Look Mode to have been activated at least once before it is used&#039;&#039;&lt;br /&gt;
A midair superjump allows Rayman to perform a small superjump in midair rather than on a ledge. It is performed by jumping, then holding the look mode button while tapping the jump button to helicopter for a brief period. If done correctly, the game should enter look mode for a small period, causing a superjump. If the player performs this while holding the analog stick against a wall, they may gain some height.&lt;br /&gt;
(Discovered by GamePro011)&lt;br /&gt;
&lt;br /&gt;
====Extended Superjump (ESJ)====&lt;br /&gt;
&#039;&#039;This glitch has limited effectiveness on the PS2 version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An extended superjump allows the player to increase the height they get when performing a superjump by extending the amount of time that Rayman is in look mode. To perform an extended superjump, follow the instructions to perform a normal superjump, but instead of only pressing the look mode button once, quickly and repeatedly tap it for the duration of the ESJ.&lt;br /&gt;
(Discovered by KirbyComment)&lt;br /&gt;
&lt;br /&gt;
====Camera Buffered Superjump (CBSJ)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed on the GameCube version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A camera buffered superjump allows Rayman to gain height on certain ledges that a normal superjump does not work on. It is performed by entering snapshot mode as Rayman falls off certain ledges, then holding the look mode button and exiting snapshot mode. This is easiest to do by entering strafe mode, then walking off a ledge and performing the glitch as described. A variant of this glitch, known as the Camera Superjump (CSJ) can be performed the same way but without holding look mode. This has a similar effect but is less reliable and effective, meaning that it is not used.&lt;br /&gt;
(Discovered by Alekzoz)&lt;br /&gt;
&lt;br /&gt;
====Extended Camera Buffered Superjump (ECBSJ)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed on the GameCube version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch is more consistent if Rayman has grabbed a ledge&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An extended camera buffered superjump is a combination of the extended superjump and the camera buffered superjump. It allows Rayman to increase the height they get when performing a camera buffered superjump by extending the amount of time that Rayman is in look mode. To perform an extended camera buffered superjump, follow the instructions to perform a normal camera buffered superjump, but after exiting snapshot mode, quickly and repeatedly tap the look mode button instead of holding it or letting it go.&lt;br /&gt;
(Discovered by KirbyComment)&lt;br /&gt;
&lt;br /&gt;
====Camera Buffered Midair Superjump (CBMSJ)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed on the GameCube version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch can only be performed in Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch can not be performed if Rayman has grabbed a ledge&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A camera buffered midair superjump is a combination of the midair superjump and the camera buffered superjump. In areas where it can be used, it vastly increases the height Rayman would get from a normal midair superjump. To perform it, Rayman must jump against a wall, and with the analog stick tilted in the direction of the wall, the player must enter snapshot mode, hold the look mode button, then exit snapshot mode.&lt;br /&gt;
(Discovered by Alekzoz?)&lt;br /&gt;
&lt;br /&gt;
====Rolling Superjump (RSJ)====&lt;br /&gt;
A rolling superjump can move Rayman upwards to varying heights. To perform a rolling superjump, the player must roll forwards in certain areas (often hitting a ledge at the end of the roll).&lt;br /&gt;
(Discovered by some scorers)&lt;br /&gt;
&lt;br /&gt;
====Glidewalk (GW)====&lt;br /&gt;
&#039;&#039;This glitch can not be performed on the PC version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A glidewalk causes Rayman to move around in midair while slowly falling, as if he were using his helicopter, but in the standing position. To perform a glidewalk, the player must perform a superjump or extended superjump, then immediately hold the jump button after releasing the look mode button. If Rayman touches certain walls or slopes in a glidewalk, he can be pushed upwards. Releasing the joystick while touching a wall can cause Rayman to clip through, allowing him to bypass certain areas.&lt;br /&gt;
(Discovered by Got4n)&lt;br /&gt;
&lt;br /&gt;
====Midair Glidewalk (MGW)====&lt;br /&gt;
&#039;&#039;This glitch can not be performed on the PC version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch can only be performed in Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A midair glidewalk acts in the same way as a glidewalk. It is performed by jumping, holding the look mode button, then tapping the jump button twice in quick succession. As this glitch is frame perfect, it isn&#039;t commonly used, and is usually replaced with a Buffered Midair Glidewalk.&lt;br /&gt;
(Discovered by Gamepro011)&lt;br /&gt;
&lt;br /&gt;
====Buffered Midair Glidewalk (BMGW, often refered to as just MGW)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed in certain Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch can not be performed if Rayman has grabbed a ledge&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A buffered midair glidewalk acts the same as a glidewalk and midair glidewalk, but it is easier to perform and works on the PC version. It is performed by jumping, activating the helicopter, entering snapshot mode while the helicopter is active, releasing the jump button, holding the look mode button, exiting snapshot mode then immediately pressing and holding the jump button. In a few locations, this can be performed by simply holding the look mode button while in midair, then pressing the jump button.&lt;br /&gt;
(Discovered by Gamepro011)&lt;br /&gt;
&lt;br /&gt;
====Moonglide (MG)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed in certain Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch can not be performed if Rayman has grabbed a ledge&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A moonglide is similar to a glidewalk but instead of falling downwards, Rayman moves upwards for a brief period. A moonglide is performed by jumping, entering snapshot mode, holding look mode, then exiting snapshot mode. Depending on at what point in the jump the glitch was activated, you will glide upwards by varying amounts. In a few locations, this can be performed by simply holding the look mode button while in midair.&lt;br /&gt;
(Discovered by LightWeightRunner)&lt;br /&gt;
&lt;br /&gt;
====Moonbounce (MB)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed in Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A moonbounce is similar to moonglide, but is activated using a bouncy object such as a balloon and will gain more height. If Rayman performs a superjump or midair superjump as he touches the bouncy object, he will accelerate upwards. In locations where a moonglide can be performed and a bouncy object exists, this can be performed by performing a moonglide just after bouncing.&lt;br /&gt;
(Discovered by LightWeightRunner)&lt;br /&gt;
&lt;br /&gt;
====Playable Camera Mode (PCM)====&lt;br /&gt;
Playable camera mode allows the player to move Rayman while he is in snapshot mode. The primary use for this is infinite flight, as it causes combat fatigues to never expire. There are two parts of the snapshot mode menu, the question screen, and the Yes/No screen. While in the question screen, Rayman&#039;s movement (on some platforms) and the camera may act strange. Because of this, most people tend to stay in the Yes/No screen. It is important that while in the Yes/No screen, the A button is not pressed while &amp;quot;Yes&amp;quot; is highlighted, as it cancels the glitch. Because PCM disables look mode, any glitches requiring it will not be possible.&lt;br /&gt;
&lt;br /&gt;
There are three different ways to perform this glitch. Start of level PCM is performed by enabling snapshot mode just as a level starts. The difficulty of performing this varies by level and by platform, however. Cage PCM can be performed wherever there is a cage, by enabling snapshot mode as the cage is destroyed. This can only be performed if the cage has not yet been destroyed on the save file, however. Knaaren PCM is the easiest, and is performed by getting hit enough times by a Knaaren to trigger the teensie cutscene, pausing, unpausing, then enabling snapshot mode and waiting for the teensie cutscene to end.&lt;br /&gt;
&lt;br /&gt;
====Infinite Powerup Glitch (IPG)====&lt;br /&gt;
&#039;&#039;One variant of this glitch can not be performed on the PC version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Infinite Powerup Glitch is a glitch that causes cutscene bars to appear during gameplay, causing the player to be unable to pause or enter snapshot mode, and for any combat fatigues to never expire. It occurs when a cutscene is interrupted in a way that the game does not expect, for example, by jumping from a free to a fixed camera location as the cutscene starts. The only variant of this glitch used in a speedrun is in the second part of the Tower of the Leptys. After defeating the two Lavomatrixes at the start of the level, a fanfare should play. Jumping onto the nearby stairs as the fanfare finishes and the cutscene starts causes the camera to switch from a free camera to a fixed camera during the cutscene, interrupting it and causing IPG. For unknown reasons, this variant does not work on the PC version.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[http://www.raymanpc.com/forum/viewtopic.php?f=13&amp;amp;t=4986 &#039;&#039;Rayman 3&#039;&#039; score topic at Pirate-Community]&lt;br /&gt;
*[http://www.raymanpc.com/forum/viewtopic.php?f=13&amp;amp;t=1031 &#039;&#039;Rayman 1&#039;&#039; topic at Pirate-Community]&lt;br /&gt;
&lt;br /&gt;
[[Category:Other]]&lt;/div&gt;</summary>
		<author><name>Technology4617</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=Category:Speedrunning&amp;diff=50708</id>
		<title>Category:Speedrunning</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=Category:Speedrunning&amp;diff=50708"/>
		<updated>2016-07-05T18:17:02Z</updated>

		<summary type="html">&lt;p&gt;Technology4617: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rewrite-expand}}&lt;br /&gt;
&lt;br /&gt;
For those wishing to speedrun or TAS games in the [[Rayman (series)|&#039;&#039;Rayman&#039;&#039; franchise]], this page features a collection of the known tricks and glitches in each game, as well as tips to help speedrunners get through the game faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;[[Rayman 1|Rayman]]&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
===General Tips===&lt;br /&gt;
&lt;br /&gt;
* The American PlayStation release is the standard for speedrunning, and is the most well-documented.&lt;br /&gt;
&lt;br /&gt;
* If the player holds down a given button, Rayman will perform the corresponding action as soon as possible. For instance, if the player does not have the helicopter ability, holding down X will cause them to jump the first frame they touch a vine.&lt;br /&gt;
&lt;br /&gt;
* Jump-punching is twice as powerful as a regular punch.&lt;br /&gt;
&lt;br /&gt;
* Getting a bigger tether off of a Ring allows the player to move farther and higher than would otherwise be possible.&lt;br /&gt;
&lt;br /&gt;
* If the player changes direction before they are hit by a non-moving object, they can change the direction they are boosted. This applies to some moving objects as well.&lt;br /&gt;
&lt;br /&gt;
* It is typically best to avoid side paths until the second playthrough if it is required to revisit a stage anyway.&lt;br /&gt;
&lt;br /&gt;
* Jumping quickly to the left and right on vines allows the player to get up them more quickly than simply climbing up them.&lt;br /&gt;
&lt;br /&gt;
* Players can death abuse to checkpoints to avoid backtracking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Important Glitches ===&lt;br /&gt;
&lt;br /&gt;
====Froot Loop Boosting====&lt;br /&gt;
Rayman has a massive amount of speed while swinging on a Ring, but this is automatically reduced to walking, running, or no speed as soon as he jumps off, depending on whether the player holds left, right, or nothing on the D-Pad.&lt;br /&gt;
&lt;br /&gt;
However, the team forgot to program in a given amount of movement when holding up or down, allowing the player to effectively keep any velocity the game &amp;quot;thinks&amp;quot; they have at any given time. This was never patched in any of the game&#039;s subsequent releases despite the obvious nature of the programming error.&lt;br /&gt;
&lt;br /&gt;
Some enemies will also give Rayman similarly immense speed, which can be maintained via this same trick.&lt;br /&gt;
&lt;br /&gt;
====Speed Storage====&lt;br /&gt;
A relatively new discovery found during the making of the PlayStation TAS. In a similar fashion to Rings, speeds above walking are stored in the game&#039;s memory until they are reset. As such, if the player refrains from gaining speed before jumping off the side of an event (such as moving platforms and plums). One particularly noteworthy example of this is &amp;quot;Plum Skip Skip,&amp;quot; which uses the momentum gained in Mr. Sax&#039;s Hullabaloo to get over to a vine in Moskito&#039;s Nest that would otherwise not be possible to reach, saving nearly a minute of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[https://www.youtube.com/playlist?list=PL7MU56BZ114jus4GG3oat0iH6Iq93ayRO Video Tutorial]===&lt;br /&gt;
An in-depth video tutorial done by a speedrunner by the name of Shoteru. Despite being made towards the start of 2015, it is still mostly current, with a few major exceptions. &lt;br /&gt;
==&#039;&#039;[[Rayman 2]]&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;[[Rayman Revolution]]&#039;&#039;==&lt;br /&gt;
For &#039;&#039;[[Rayman Revolution]]&#039;&#039; the NTSC-J version is the best as its cutscenes are shorter due to there being less text to display. However, the tricks listed below are valid for all versions.&lt;br /&gt;
&lt;br /&gt;
=== Any % ===&lt;br /&gt;
&lt;br /&gt;
==== General ====&lt;br /&gt;
Note that most of the general tricks from &#039;&#039;[[Rayman 2]]&#039;&#039; also work in &#039;&#039;[[Rayman Revolution]]&#039;&#039; as well. These are however, tricks that are exclusive to &#039;&#039;[[Rayman Revolution]]&#039;&#039;.&lt;br /&gt;
*By moving Rayman sideways in any direction, while moving the camera so that Rayman is moving to the side, his movement speed can be doubled.&lt;br /&gt;
*By having Rayman shoot, right before landing in a body of water, the player can have the animation skipped.&lt;br /&gt;
*By jumping diagonally in a wall jump, the player can save a few seconds.&lt;br /&gt;
&lt;br /&gt;
==== [[The Woods of Light]] ====&lt;br /&gt;
For the jail-escape part it&#039;s a lot faster jumping while sliding down. Once the next part is entered, there is a way to skip the [[Murfy]] dialogue after the first cage has been broken. To do so, the player must land on the rocks behind the cage, once it has been hit twice, and then quickly jump up again. The next trick will allow the player to skip the cutscene with the [[baby Globox]]es. To do so, the player must land their jump on the far left side of the ledge where they are. By doing this the cutscene trigger will be skipped, and the player can move on by jumping into the tunnel. Once the wall-jump area is reached, it is once again faster to jump diagonally.&lt;br /&gt;
&lt;br /&gt;
==== [[The Minisaurus Plain]] ====&lt;br /&gt;
For [[the Minisaurus Plain]] you&#039;re going to want to perform a air-swimming bug. You do this by glitching through the walls in the water during the tutorial (watch the video linked below for a better understanding of where to perform the glitch). What you want to do next is to swim into the entrance to [[the Bayou]].&lt;br /&gt;
&lt;br /&gt;
Once you get the question on if you want to save or not, press yes and then choose no on everything else. What this will do is to reload the intro-cutscene to that level. Though, as you entered it before it now thinks you&#039;ve already seen the first [[Razorbeard]] cutscene and now takes you to the next one which is right before [[the Precipice]]. Once you&#039;ve watched the cutscene it will now load the level connected with the cutscene which in this case is [[the Precipice]]. You&#039;re however going to want to leave the level immediately by jumping onto the balloon.&lt;br /&gt;
&lt;br /&gt;
==== [[Rainbow Creek]] ====&lt;br /&gt;
Before entering [[Rainbow Creek]] you&#039;re going to want to activate a special bug-mode which allows you to play while at the save-screen. To do this you&#039;re going to first say yes to saving, press no at the next screen, press cross at he next screen while holding select and then pressing start. Once you enter [[Rainbow Creek]] you&#039;re going to head towards the [[Teensie]]s. However, make sure you don&#039;t exit the save-screen by pressing cross at any time. This gets tricky when you get to the ledge where [[Rayman]] is going to be hanging. It is possible to get up from there, though not that easy as you need to press the right button depending on the angle. An easier way to perform this is to activate this bug-state through another loading-screen in the area.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve made it to the second set of sign where you&#039;ll usually find the [[flying shell]] leading to [[the Crow&#039;s Nest]] you&#039;re going to walk to the edge and stand in a position so that you see the [[Teensie]] [[stone circle]] to the left and a cliff to the right. Once there you&#039;re going to save the game and once the game is saved you&#039;re going to start very high up in the air. If you&#039;ve done this correctly you should be falling into the trigger on your way down which will take you to [[the Crow&#039;s Nest]].&lt;br /&gt;
&lt;br /&gt;
==== [[The Crow&#039;s Nest]] ====&lt;br /&gt;
During the first part of the boss you should stay near the edge to prevent [[Razorbeard]] to jump towards you. Once in the second phase it is a lot faster to defeat him by getting the unlimited-ammo by flying into the small circle at the top while holding down the jump and shoot button (cross and square). While he is taking damage in the lava you can shoot at him to make him get up quicker.&lt;br /&gt;
&lt;br /&gt;
[https://youtu.be/XBOi2jCYcFo Video tutorial]&lt;br /&gt;
&lt;br /&gt;
=== 100% ===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;[[Rayman 3]]&#039;&#039;==&lt;br /&gt;
===Glitch Concepts===&lt;br /&gt;
Certain glitches require Rayman to either be in a certain place, or have Rayman in a certain state. Below are the definitions of these concepts.&lt;br /&gt;
====Fixed/Free Camera====&lt;br /&gt;
One important concept is having a fixed or free camera. Normally when playing though the game, the player has complete control over the camera and can move it around the player at will. This is known as a &#039;&#039;&#039;Free Camera&#039;&#039;&#039;. In some areas, upon entry, the camera may automatically attempt to fix itself in a certain location or zoom out. If the player were to attempt to move the camera in one of these locations, they would find that it moves much slower than normal for a few seconds, before it breaks free and returns to its normal location just behind Rayman. This type of camera is known as a &#039;&#039;&#039;Fixed Camera&#039;&#039;&#039;. When the camera is fixed, Rayman is said to be in a &#039;&#039;&#039;Fixed Camera Location&#039;&#039;&#039;. The act of moving the camera in one of these locations so that it breaks free is known as &#039;&#039;&#039;freeing the camera&#039;&#039;&#039;. Usually, when returning to a fixed camera location after freeing the camera, the camera returns to its fixed state, however, this is not always the case. Certain glitches require Rayman to have a fixed camera, while others may be limited in effectiveness because of it.&lt;br /&gt;
&lt;br /&gt;
====Ledge Grabbing====&lt;br /&gt;
When Rayman collides with the edge of a platform, he is put into a position where he is hanging from the side of the platform, which is known as &#039;&#039;&#039;Ledge Grabbing&#039;&#039;&#039;. If this happens, Rayman&#039;s state changes throughout the rest of the current level, making certain glitches impossible to perform, while making others much easier. Entering certain Free Camera Locations (see above) can reset this state, causing Rayman to act as if he has not grabbed a ledge.&lt;br /&gt;
&lt;br /&gt;
====Look Mode Activation====&lt;br /&gt;
Certain glitches in the game require that look mode is activated at least once in the level before they can be executed. Entering certain locations can cause the game to act as if look mode has not yet been activated, requiring the player to activate it again.&lt;br /&gt;
&lt;br /&gt;
===Important Glitches===&lt;br /&gt;
====Superjump (SJ)====&lt;br /&gt;
&#039;&#039;This glitch has limited effectiveness on the PS2 version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch has limited effectiveness in Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A superjump allows Rayman to reach extremely high places, often bypassing large areas. It is performed by tapping or holding the look mode button while falling off certain ledges. This is easiest to do by entering strafe mode, then walking off a ledge and pressing the look mode button. Certain ledges give larger and more reliable superjumps than other ledges, while some ledges have no affect at all, or can even accelerate Rayman downwards at high speeds. &lt;br /&gt;
(Discovered by PewableShift)&lt;br /&gt;
&lt;br /&gt;
====Midair Superjump (MSJ)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed in Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch required Look Mode to have been activated at least once before it is used&#039;&#039;&lt;br /&gt;
A midair superjump allows Rayman to perform a small superjump in midair rather than on a ledge. It is performed by jumping, then holding the look mode button while tapping the jump button to helicopter for a brief period. If done correctly, the game should enter look mode for a small period, causing a superjump. If the player performs this while holding the analog stick against a wall, they may gain some height.&lt;br /&gt;
(Discovered by GamePro011)&lt;br /&gt;
&lt;br /&gt;
====Extended Superjump (ESJ)====&lt;br /&gt;
&#039;&#039;This glitch has limited effectiveness on the PS2 version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An extended superjump allows the player to increase the height they get when performing a superjump by extending the amount of time that Rayman is in look mode. To perform an extended superjump, follow the instructions to perform a normal superjump, but instead of only pressing the look mode button once, quickly and repeatedly tap it for the duration of the ESJ.&lt;br /&gt;
(Discovered by KirbyComment)&lt;br /&gt;
&lt;br /&gt;
====Camera Buffered Superjump (CBSJ)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed on the GameCube version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A camera buffered superjump allows Rayman to gain height on certain ledges that a normal superjump does not work on. It is performed by entering snapshot mode as Rayman falls off certain ledges, then holding the look mode button and exiting snapshot mode. This is easiest to do by entering strafe mode, then walking off a ledge and performing the glitch as described. A variant of this glitch, known as the Camera Superjump (CSJ) can be performed the same way but without holding look mode. This has a similar effect but is less reliable and effective, meaning that it is not used.&lt;br /&gt;
(Discovered by Alekzoz)&lt;br /&gt;
&lt;br /&gt;
====Extended Camera Buffered Superjump (ECBSJ)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed on the GameCube version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch is more consistent if Rayman has grabbed a ledge&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An extended camera buffered superjump is a combination of the extended superjump and the camera buffered superjump. It allows Rayman to increase the height they get when performing a camera buffered superjump by extending the amount of time that Rayman is in look mode. To perform an extended camera buffered superjump, follow the instructions to perform a normal camera buffered superjump, but after exiting snapshot mode, quickly and repeatedly tap the look mode button instead of holding it or letting it go.&lt;br /&gt;
(Discovered by KirbyComment)&lt;br /&gt;
&lt;br /&gt;
====Camera Buffered Midair Superjump (CBMSJ)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed on the GameCube version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch can only be performed in Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch can not be performed if Rayman has grabbed a ledge&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A camera buffered midair superjump is a combination of the midair superjump and the camera buffered superjump. In areas where it can be used, it vastly increases the height Rayman would get from a normal midair superjump. To perform it, Rayman must jump against a wall, and with the analog stick tilted in the direction of the wall, the player must enter snapshot mode, hold the look mode button, then exit snapshot mode.&lt;br /&gt;
(Discovered by Alekzoz?)&lt;br /&gt;
&lt;br /&gt;
====Rolling Superjump (RSJ)====&lt;br /&gt;
A rolling superjump can move Rayman upwards to varying heights. To perform a rolling superjump, the player must roll forwards in certain areas (often hitting a ledge at the end of the roll).&lt;br /&gt;
(Discovered by some scorers)&lt;br /&gt;
&lt;br /&gt;
====Glidewalk (GW)====&lt;br /&gt;
&#039;&#039;This glitch can not be performed on the PC version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A glidewalk causes Rayman to move around in midair while slowly falling, as if he were using his helicopter, but in the standing position. To perform a glidewalk, the player must perform a superjump or extended superjump, then immediately hold the jump button after releasing the look mode button. If Rayman touches certain walls or slopes in a glidewalk, he can be pushed upwards. Releasing the joystick while touching a wall can cause Rayman to clip through, allowing him to bypass certain areas.&lt;br /&gt;
(Discovered by Got4n)&lt;br /&gt;
&lt;br /&gt;
====Midair Glidewalk (MGW)====&lt;br /&gt;
&#039;&#039;This glitch can not be performed on the PC version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch can only be performed in Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A midair glidewalk acts in the same way as a glidewalk. It is performed by jumping, holding the look mode button, then tapping the jump button twice in quick succession. As this glitch is frame perfect, it isn&#039;t commonly used, and is usually replaced with a Buffered Midair Glidewalk.&lt;br /&gt;
(Discovered by Gamepro011)&lt;br /&gt;
&lt;br /&gt;
====Buffered Midair Glidewalk (BMGW, often refered to as just MGW)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed in certain Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch can not be performed if Rayman has grabbed a ledge&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A buffered midair glidewalk acts the same as a glidewalk and midair glidewalk, but it is easier to perform and works on the PC version. It is performed by jumping, activating the helicopter, entering snapshot mode while the helicopter is active, releasing the jump button, holding the look mode button, exiting snapshot mode then immediately pressing and holding the jump button. In a few locations, this can be performed by simply holding the look mode button while in midair, then pressing the jump button.&lt;br /&gt;
(Discovered by Gamepro011)&lt;br /&gt;
&lt;br /&gt;
====Moonglide (MG)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed in certain Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch can not be performed if Rayman has grabbed a ledge&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A moonglide is similar to a glidewalk but instead of falling downwards, Rayman moves upwards for a brief period. A moonglide is performed by jumping, entering snapshot mode, holding look mode, then exiting snapshot mode. Depending on at what point in the jump the glitch was activated, you will glide upwards by varying amounts. In a few locations, this can be performed by simply holding the look mode button while in midair.&lt;br /&gt;
(Discovered by LightWeightRunner)&lt;br /&gt;
&lt;br /&gt;
====Moonbounce (MB)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed in Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A moonbounce is similar to moonglide, but is activated using a bouncy object such as a balloon and will gain more height. If Rayman performs a superjump or midair superjump as he touches the bouncy object, he will accelerate upwards. In locations where a moonglide can be performed and a bouncy object exists, this can be performed by performing a moonglide just after bouncing.&lt;br /&gt;
(Discovered by LightWeightRunner)&lt;br /&gt;
&lt;br /&gt;
====Playable Camera Mode (PCM)====&lt;br /&gt;
Playable camera mode allows the player to move Rayman while he is in snapshot mode. The primary use for this is infinite flight, as it causes combat fatigues to never expire. There are two parts of the snapshot mode menu, the question screen, and the Yes/No screen. While in the question screen, Rayman&#039;s movement (on some platforms) and the camera may act strange. Because of this, most people tend to stay in the Yes/No screen. It is important that while in the Yes/No screen, the A button is not pressed while &amp;quot;Yes&amp;quot; is highlighted, as it cancels the glitch. Because PCM disables look mode, any glitches requiring it will not be possible.&lt;br /&gt;
&lt;br /&gt;
There are three different ways to perform this glitch. Start of level PCM is performed by enabling snapshot mode just as a level starts. The difficulty of performing this varies by level and by platform, however. Cage PCM can be performed wherever there is a cage, by enabling snapshot mode as the cage is destroyed. This can only be performed if the cage has not yet been destroyed on the save file, however. Knaaren PCM is the easiest, and is performed by getting hit enough times by a Knaaren to trigger the teensie cutscene, pausing, unpausing, then enabling snapshot mode and waiting for the teensie cutscene to end.&lt;br /&gt;
&lt;br /&gt;
====Infinite Powerup Glitch (IPG)====&lt;br /&gt;
&#039;&#039;One variant of this glitch can not be performed on the PC version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Infinite Powerup Glitch is a glitch that causes cutscene bars to appear during gameplay, causing the player to be unable to pause or enter snapshot mode, and for any combat fatigues to never expire. It occurs when a cutscene is interrupted in a way that the game does not expect, for example, by jumping from a free to a fixed camera location as the cutscene starts. The only variant of this glitch used in a speedrun is in the second part of the Tower of the Leptys. After defeating the two Lavomatrixes at the start of the level, a fanfare should play. Jumping onto the nearby stairs as the fanfare finishes and the cutscene starts causes the camera to switch from a free camera to a fixed camera during the cutscene, interrupting it and causing IPG. For unknown reasons, this variant does not work on the PC version.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[http://www.raymanpc.com/forum/viewtopic.php?f=13&amp;amp;t=4986 &#039;&#039;Rayman 3&#039;&#039; score topic at Pirate-Community]&lt;br /&gt;
*[http://www.raymanpc.com/forum/viewtopic.php?f=13&amp;amp;t=1031 &#039;&#039;Rayman 1&#039;&#039; topic at Pirate-Community]&lt;br /&gt;
&lt;br /&gt;
[[Category:Other]]&lt;/div&gt;</summary>
		<author><name>Technology4617</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=Rayman&amp;diff=50707</id>
		<title>Rayman</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=Rayman&amp;diff=50707"/>
		<updated>2016-07-05T08:51:28Z</updated>

		<summary type="html">&lt;p&gt;Technology4617: Have you seen the little piggies in the purple shirts?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* &#039;&#039;&amp;quot;Rayman&amp;quot; redirects here. For other uses, see [[Rayman (disambiguation)]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Character &lt;br /&gt;
| name = Rayman&lt;br /&gt;
| image = [[File:RaymanArtworkRender.png|center|300px|&#039;&#039;Rayman&#039;&#039;]]&lt;br /&gt;
| alignment = Good&lt;br /&gt;
| appears in = &#039;&#039;[[Rayman 1|Rayman]]&#039;&#039;, &#039;&#039;[[Rayman 2]]&#039;&#039;, &#039;&#039;[[Tonic Trouble]]&#039;&#039; (cameo), &#039;&#039;[[Rayman: The Animated Series]]&#039;&#039;, &#039;&#039;[[Rayman Junior]]&#039;&#039;, &#039;&#039;[[Rayman M]]&#039;&#039;, &#039;&#039;[[Rayman Golf]]&#039;&#039;, &#039;&#039;[[Rayman Bowling]]&#039;&#039;, &#039;&#039;[[Rayman 3]]&#039;&#039;, &#039;&#039;[[Rayman Raving Rabbids]]&#039;&#039;, &#039;&#039;[[Rayman Kart]]&#039;&#039;, &#039;&#039;[[Rayman Raving Rabbids 2]]&#039;&#039;, &#039;&#039;[[Rayman Raving Rabbids TV Party]]&#039;&#039;, &#039;&#039;[[Rayman Garden]]&#039;&#039;, &#039;&#039;[[Rayman Origins]]&#039;&#039;, &#039;&#039;[[Rayman Legends]]&#039;&#039;, &#039;&#039;[[Rayman Adventures]]&#039;&#039;&lt;br /&gt;
| portrayed by = Steve Perkinson (&#039;&#039;[[Rayman 1|Rayman]]&#039;&#039;, &#039;&#039;[[Rayman Junior]]&#039;&#039;, &#039;&#039;[[English with Rayman]]&#039;&#039;)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Billy West]] (&#039;&#039;[[Rayman: The Animated Series]]&#039;&#039;)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[David Gasman]] (&#039;&#039;[[Rayman 2]]&#039;&#039;, &#039;&#039;[[Rayman 3]]&#039;&#039;, &#039;&#039;[[Rayman Raving Rabbids]]&#039;&#039;, &#039;&#039;[[Rayman Raving Rabbids 2]]&#039;&#039;, &#039;&#039;[[Rayman Raving Rabbids TV Party]]&#039;&#039;, &#039;&#039;[[Rayman Origins]]&#039;&#039;)&lt;br /&gt;
[[Douglas Rand]] (&#039;&#039;[[Rayman Legends]]&#039;&#039;)&lt;br /&gt;
| sex = Male&lt;br /&gt;
| species = [[Rayman&#039;s species]]&lt;br /&gt;
| status = Hero&lt;br /&gt;
| relatives = [[Betilla the Fairy]] (creator)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Bad Rayman]] (clone)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Rayman&#039;s wife|Unnamed character]] (wife, Playstation Vita version of &#039;&#039;[[Rayman Origins]]&#039;&#039;)&amp;lt;ref&amp;gt;YouTube, &#039;&#039;Rayman Origins - Rayman&#039;s Story - Vita Relics Cutscene&#039;&#039;, http://www.youtube.com/watch?v=hHxD0dCB3aQ&amp;lt;/ref&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Ly the Fairy]] (suggested girlfriend, but only in concept art and not in the final &#039;&#039;Rayman 2&#039;&#039;)&amp;lt;ref&amp;gt;Rayman2.com (via archive.org), &#039;&#039;Romantic Wall Paper&#039;&#039;, http://web.archive.org/web/20000106193852/http://www.rayman2.com/en/goodies/goodies_wallpapers1.html&amp;lt;/ref&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Rayman&#039;s girlfriend|Unnamed character]] (girlfriend, &#039;&#039;[[Rayman 4]]&#039;&#039;)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{quote|text=Long ago, the Primordial Forest, deep and mysterious, witnessed the birth of a man... a vegetable... no, no, no: a thingamajig. Conjured from the magnificent [[Moons|moonbeams]] of the second summer solstice, woven together by us, the [[nymph]]s, destined to preserve the equilibrium of the sacred universe, the one we call: Rayman!|sign=[[Betilla the Fairy]]|source=&#039;&#039;[[Rayman Origins]]&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{quote|text= Rayman is a unique character of unknown origin.&lt;br /&gt;
&lt;br /&gt;
No wise man or magician can say by what twist of fate or whim of the gods Rayman came to appear at the [[Glade of Dreams]].&lt;br /&gt;
&lt;br /&gt;
All we know of him comes from the fishermen on the [[Sea of Lums]]. After a particularly stormy night they found him sleeping peacefully in the shade of a palm tree. Frightened by this strange creature from the sea, they called on the people of the forest, the skies and the waters for help. And the sun had not yet reached the zenith when a host of beings, each one more&lt;br /&gt;
bizarre than the next, came tumbling over the violet sand dunes. They watched him for a long time. &amp;quot;What kind of a man can he be who has neither legs nor arms?&amp;quot;, they asked one another. &amp;quot;Can he possibly be alive?&amp;quot; wondered one of them when Rayman&lt;br /&gt;
stretched and yawned loudly.&lt;br /&gt;
&lt;br /&gt;
It didn&#039;t take Rayman long to convince the people of [[the Glade of Dreams]] of his good intentions. His energy and good humour, his fantastical powers and love of life and nature won over even the most distrustful of creatures. And when he triumphed over the evil [[Mr Dark|Mister Dark]], the truth was undeniable: Rayman was the bravest of them all, the ideal hero, the man for whom friendship and laughter are more important than anything else, for whom the greatest victory is measured by the extent of the celebrations that follow it.|sign=Manual|source=&#039;&#039;[[Rayman 2: The Great Escape]]&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{quote|text=Rayman no longer needs an introduction. He’s already been top of the bill in the 2 previous episodes. Nowadays, he’s a big star, even if he doesn’t exactly behave like one. He’s always taking naps and larking around with his pals – a fine example for the youth of today!|sign=Manual|source=&#039;&#039;[[Rayman 3: Hoodlum Havoc]]&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{quote|text=The limbless hero of our story was just in the mood for a little R&amp;amp;R. But the malicious [[Hoodlum]] masses never stay down for long, so it&#039;s up to our good friend Rayman to once again save the day, rescue the [[Teensies]], and remind his best buddy [[Globox]] that &amp;quot;Boulders aren&#039;t for eating!&amp;quot;.|sign=Manual|source=&#039;&#039;[[Rayman: Hoodlums&#039; Revenge]]&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{quote|text=Rayman was taken by surprise by this invasion from within. What do the [[Rabbids]] intend to do? It&#039;s hard to say. But now they&#039;re everywhere and their atypical psyches make them formidable and unpredictable oppenents.|sign=Manual|source=&#039;&#039;[[Rayman Raving Rabbids]]&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{quote|text=This limbless hero from the [[Glade of Dreams]] is always raring for a fresh adventure to save the world!|sign=In-game description|source=&#039;&#039;[[Rayman Legends]] (Challenges App)&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{quote|text=This outdoor adventurer is one with nature and likes to spend his time exploring the [[Glade of Dreams]] in search of eggs, unless, of course, it starts raining.|sign=In-game description|source=&#039;&#039;[[Rayman Adventures]]&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rayman&#039;&#039;&#039; is the main protagonist of [[Rayman (series)|the video game series of the same name]]. Rayman was originally created in the early 1990s by French video game developer [[Michel Ancel]]. The character made his debut in [[Rayman 1|the original &#039;&#039;Rayman&#039;&#039; game]], published by [[Ubisoft]] in 1995. With his trademark lack of limbs and [[helicopter]] hair, Rayman has become a popular and recognisable video game character, and the series has continued to grow and develop across numerous platforms up to the present day.&lt;br /&gt;
&lt;br /&gt;
==Character description==&lt;br /&gt;
&lt;br /&gt;
[[Image:R1_site_Rayman.jpg|thumb|left|200px|Rayman as he appears in [[Rayman 1|the original game]]]]&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
Rayman was originally designed to simply be an athletic character and to have a full body, but because it could not be fully rendered even on games consoles in the mid-90s, he was left without arms, legs and a neck – his hands, feet and head float around his body. The Manual of &#039;&#039;[[Rayman Origins]]&#039;&#039; gives out a new explanation for Rayman&#039;s limblessness: the lack of [[Lums]] had the consequence of preventing the creation of his limbs. He has a huge round nose, and strawberry-blonde hair which he divides into two fronds (three in &#039;&#039;[[Rayman 1|Rayman]]&#039;&#039;). He has the ability to use his hair as a [[helicopter]], which lets him glide across large spaces and make soft landings. His eyes are dark blue in colour, though in most official artwork they are coloured black; two pictures in &#039;&#039;Rayman&#039;&#039; showed him with lighter blue eyes. While Rayman is unique in most of the games, other members of his unknown species are seen in &#039;&#039;Rayman&#039;&#039;, notably [[the Magician]], [[Tarayzan]], [[the Musician]] and his wife and child. &lt;br /&gt;
&lt;br /&gt;
[[Image:R2Rayman007.jpg|thumb|right|250px|Rayman as he appears in &#039;&#039;[[Rayman 2: The Great Escape]]&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
Rayman is almost always seen in white gloves and a purple torso with [[Rayman&#039;s symbol|a mysterious white ring on the chest]], through which he gains new powers from [[Betilla the Fairy]]. The symbol can also absorbs the [[Silver Lum]]s created by the [[fairy|fairies]], and magically opens the pillars containing the [[Four Masks of Polokus]] in &#039;&#039;Rayman 2&#039;&#039;. Up until &#039;&#039;Rayman 3&#039;&#039;, he wore a red neckerchief, which was then replaced with a red hood. He also wears shoes that are typically yellow and white, though the actual designs have changed throughout the series. &#039;&#039;[[Rayman Raving Rabbids]]&#039;&#039; is where he is seen wearing different clothing that has raised a few questions about his ‘limblessness’ as he sometimes looks as if he has knees, such as the Disco costume with its trousers/pants. In &#039;&#039;[[Rayman Origins]]&#039;&#039;, his &#039;&#039;Rayman 3&#039;&#039; attire was used, but his hood and shoes are a little different.&lt;br /&gt;
&lt;br /&gt;
===Physical===&lt;br /&gt;
Rayman is a very laid-back character, as he is often seen snoozing either on a hammock or up against a tree, but he is also very athletic and shows great gymnastic skills (able to scale wall sides, and in [[Rayman 3 (Game Boy Advance)|the Game Boy Advance version of &#039;&#039;Rayman 3&#039;&#039;]] he is able to do a &amp;quot;body shot&amp;quot;, kick enemies and can do monkey bars), especially since being given the power to run in &#039;&#039;Rayman&#039;&#039;, and then get noticably better from &#039;&#039;Rayman 2&#039;&#039;. He is also strong enough to carry things such as [[baby Globox]]es, [[Magic Spheres]], [[plum]]s and [[keg]]s. He can run while carrying the kegs in &#039;&#039;[[Rayman Revolution]]&#039;&#039; if he purchases an optional upgrade at the [[Magic Well]]. Rayman is also right-handed.&lt;br /&gt;
&lt;br /&gt;
Rayman begins as a very poor swimmer; in [[Rayman 1|the original &#039;&#039;Rayman&#039;&#039;]], he loses a life the instant he falls into any body of liquid. By the time of &#039;&#039;[[Rayman 2: The Great Escape|Rayman 2]]&#039;&#039;, he has developed this new skill – although all he can do in this game is a simple dog-paddle. In &#039;&#039;[[Rayman Revolution]]&#039;&#039;, he is taught to swim by [[Murfy]] and a [[baby Globox]] at the beginning of the game. In &#039;&#039;[[Rayman 3: Hoodlum Havoc|Rayman 3]]&#039;&#039; he is a far more capable swimmer; he can now use his [[helicopter]] hair to propel himself through the water, he can perform athletic underwater backflips, and he no longer seems to require any [[Blue Lum]]s or [[air bubble]]s to breathe beneath the surface.&lt;br /&gt;
&lt;br /&gt;
===Personality===&lt;br /&gt;
Rayman&#039;s true personality is not explored deeply in [[Rayman (series)|the series]], though most of the time he is a cheerful character with a good sense of humour. He is also very helpful, and is willing to take on whatever challenges face him for the sake of the safety and harmony of his world. Sometimes he can be a little childish, especially in &#039;&#039;Rayman 1&#039;&#039;, as he often pulls [[grimace]]s as a form of defence. According to the now defunct &#039;&#039;&#039;Rayman&#039;s World&#039;&#039;&#039; website, he is brave, funny and also highly close to nature. In one interview, developer Natalie Paccard discusses the development of Rayman&#039;s personality between the two games: ‘&#039;&#039;[[Rayman 1|Rayman]]&#039;&#039; was a platform game, &#039;&#039;[[Rayman 2: The Great Escape|Rayman 2]]&#039;&#039; is an action game. The universe has also evolved a lot, and so has the character. &#039;&#039;Rayman 2&#039;&#039; is a bit older, able to do more things, and loves a good fight. He&#039;s less childish. The game itself includes more action and more tricks.’ In later games, Rayman becomes somewhat self-absorbed, especially in &#039;&#039;Rayman Raving Rabbids&#039;&#039;, as the [[Rabbid]]s start to treat him like a celebrity during his captivity, though he remembers and worries about the [[baby Globox]]es that he left behind. That however seems to be put behind him as the Rabbids continue to harass him in &#039;&#039;[[Rayman Raving Rabbids TV Party]]&#039;&#039;. It is revealed through interviews with [[Michel Ancel]] that Rayman was meant to be a bit of a show-off who does not take himself too seriously. This aspect of the character was supposedly overlooked during &#039;&#039;Rayman 2&#039;&#039; because of [[Ubisoft]]&#039;s focus on the environments of the game. It was in &#039;&#039;Rayman 3&#039;&#039; that Ubisoft tried to show Rayman&#039;s true personality, giving him an updated look to match his newfound attitude and charisma. A &#039;&#039;Rayman 3&#039;&#039; press release stated that ‘Like his core gaming audience, Rayman as a character has matured and now has a wilder edge, only hinted at in the earlier games.’&lt;br /&gt;
&lt;br /&gt;
[[Image:Rayman.jpg|thumb|right|320px|Rayman as he appears in &#039;&#039;[[Rayman 3: Hoodlum Havoc]]&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
However, in &#039;&#039;[[Rayman Origins]]&#039;&#039;, Rayman seems to have recovered part of his childish personality; he bears a more joyful, careless and impulsive attitude, though he keeps the heroic spirit that characterized him in previous games. While the trailers and other commercial media described him as a &amp;quot;New Crazy&amp;quot;, Michel Ancel explains Rayman and Globox&#039;s personality: &#039;They&#039;re the kind of characters who look... stupid, really, but they&#039;re not stupid, just simple. And all they really want to do is just focus on doing their job, no matter what.&#039; When &#039;&#039;Rayman Origins&#039;&#039;  was still developed as a prequel, the newborn Rayman was intended to bear a more immature, confused and unintelligent personality, blowing [[Betilla]]&#039;s skirt with his [[Propeller]] hair and annoying the magic people; the game was initially focused on Rayman and Globox&#039;s personalities and how they evolved over time to become the heroes of the Glade of Dreams; the concept was changed when the game became a sequel.&lt;br /&gt;
&lt;br /&gt;
[[File:Rayman-RaymanOrigins.jpg|320px|thumb|Rayman as he appears in &#039;&#039;[[Rayman Origins]]&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
Rayman is the creation of French video game developer [[Michel Ancel]], who was born in 1972. Around 1980, the eight-year-old Ancel began playing video games. Five years later, Ancel began to create his own simple logic games, featuring little characters that he invented himself. He often sketched character concepts on table corners, and around 1992, he came up with his favourite character so far: Rayman. Ancel left Rayman without any arms, legs or neck, making the character very easy to animate, as well as opening up unique gameplay possibilities, such as the [[telescopic fist]]. Ancel worked as a graphic artist and programmer on a string of Lankhor and [[Ubisoft|Ubi Soft]] games in the late 1980s and early 1990s. In 1992, he and a small team of developers began production on [[Rayman (early production)|a Super Nintendo game]] starring his Rayman character. Eventually it was decided to scrap this project, and rework it into [[Rayman 1|an Atari Jaguar game]], which was eventually released in 1995. By the end of the game&#039;s development cycle, the team had grown to contain dozens of members.&lt;br /&gt;
&lt;br /&gt;
[[File:Rayman-legends-playstation-3-ps3-1338989909-019.jpg|320px|thumb|Rayman as he appears in &#039;&#039;[[Rayman Legends]]&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
===Inspiration===&lt;br /&gt;
A number of interviews with [[Ubisoft]] developers were posted on official websites in the period leading up to the release of &#039;&#039;[[Rayman 2: The Great Escape]]&#039;&#039;. In one interview, Rayman creator [[Michel Ancel]] revealed the inspirations behind the character. Ancel states &#039;&#039;Rayman 2&#039;&#039; was inspired by Russian, Chinese and Celtic stories that he read as a child. These elements form the ‘fantastic background’ which comprises [[the Glade of Dreams]], but ‘a more contemporary and cartoonish touch’ has been added. Ancel goes on to say that the concept of the game&#039;s world is similar to that of &#039;&#039;[http://en.wikipedia.org/wiki/The_Dark_Crystal The Dark Crystal]&#039;&#039;, which shares ‘its magic and its Celtic universe’. The cartoonish aspects were inspired by the works of [http://en.wikipedia.org/wiki/Tex_Avery Tex Avery]. Ancel states that ‘Rayman is a true high-performance hero who keeps a good sense of humour like [http://en.wikipedia.org/wiki/Indiana_Jones Indiana Jones]. Rayman is a rebel, fighting against mighty bad guys like in &#039;&#039;[http://en.wikipedia.org/wiki/Star_Wars Star Wars]&#039;&#039; or &#039;&#039;[http://en.wikipedia.org/wiki/Robin_Hood Robin Hood]&#039;&#039;’. This suggests that the villains of Ancel&#039;s &#039;&#039;[[Rayman (series)|Rayman]]&#039;&#039; games – [[Mr Dark]] and [[Admiral Razorbeard]] – may have been inspired by the likes of Darth Vader and the Sheriff of Nottingham. The character of Indiana Jones is also referenced by Rayman&#039;s co-creator Frédéric Houde and &#039;&#039;[[Rayman 1|Rayman]]&#039;&#039; co-designer Serge Hascoët. According to a 2011 interview with the director of the [[Pix&#039;n Love]] magazine (which has published numerous Rayman-related articles), Ancel took the name ‘Rayman’ from the [http://en.wikipedia.org/wiki/Ray_tracing_%28graphics%29 ray-tracing] software which Ubisoft happened to be using during the development of [[Rayman 1|the original game]].&lt;br /&gt;
&lt;br /&gt;
===Rayman&#039;s origins===&lt;br /&gt;
[[File:RaymanOrigins 012.jpg|thumb|right|320px|Rayman is created by [[Betilla the Fairy]]]]&lt;br /&gt;
Several conflicting accounts have been given for Rayman&#039;s origins. During the development of [[Rayman 1|the first game]], the developers considered a story in which a ten-year-old boy named Jimmy created a world called Hereitscool inside his computer, and became Rayman once he was sucked into it. This idea was quickly abandoned. When &#039;&#039;Rayman&#039;&#039; was released in 1995, Rayman&#039;s backstory was left ambiguous, although he already appears to be an established hero within his world by the beginning of the game. The manual of &#039;&#039;Rayman 2: The Great Escape&#039;&#039; contains a different account of Rayman&#039;s origins. It tells of Rayman&#039;s first appearance in [[the Glade of Dreams]], sometime before the events of [[Rayman 1|the original &#039;&#039;Rayman&#039;&#039; game]]. In this version of the story, he is discovered by fishermen, who for some reason do not seem to have encountered his species before.&lt;br /&gt;
&lt;br /&gt;
{{quote|text=Rayman is a unique character of unknown origin.&lt;br /&gt;
&lt;br /&gt;
No wise man or magician can say by what twist of fate or whim of the gods Rayman came to appear at [[the Glade of Dreams]].&lt;br /&gt;
&lt;br /&gt;
All we know of him comes from the fishermen on [[the Sea of Lums]]. After a particularly stormy night they found him sleeping peacefully in the shade of a palm tree. Frightened by this strange creature from the sea, they called on the people of the forest, the skies and the waters for help. And the sun had not yet reached the zenith when a host of beings, each one more bizarre than the next, came tumbling over the violet sand dunes. They watched him for a long time. “What kind of a man can he be who has neither legs nor arms?”, they asked one another. “Can he possibly be alive?” wondered one of them when Rayman stretched and yawned loudly.&lt;br /&gt;
&lt;br /&gt;
It didn&#039;t take Rayman long to convince the people of the Glade of Dreams of his good intentions. His energy and good humour, his fantastical powers and love of life and nature won over even the most distrustful of creatures. And when he triumphed over the evil [[Mr Dark|Mister Dark]], the truth was undeniable: Rayman was the bravest of them all, the ideal hero, the man for whom friendship and laughter are more important than anything else, for whom the greatest victory is measured by the extent of the celebrations that follow it.|sign=Manual|source=&#039;&#039;[[Rayman 2: The Great Escape]]&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
A revised origin story for Rayman was revealed at the E3 expo of 2010, when [[Ubisoft]] showed a trailer for the upcoming sequel &#039;&#039;[[Rayman Origins]]&#039;&#039;. The trailer showed the creation of Rayman by [[Betilla the Fairy]]. (See the quote at the top of this page for more information.) At this point in its development, &#039;&#039;Rayman Origins&#039;&#039; was intended as a two-player episodic downloadable prequel to the series, but it was eventually retooled into a four-player sequel with a retail release. A final, slightly modified version of Rayman&#039;s origin story was eventually offered on the official &#039;&#039;Rayman Origins&#039;&#039; website in November 2011, and can also be found in the game&#039;s manual.&lt;br /&gt;
&lt;br /&gt;
[[File:Bald Rayman with wife.jpg|thumb|right|320px|Rayman with [[Rayman&#039;s wife|his wife]], before he gained hair and became estranged from her.]]&lt;br /&gt;
&lt;br /&gt;
{{quote|text=When [[Polokus|the Creator]] had his very [[First Bad Dream|first bad dream]], the [[nymph]]s gathered to invoke a being of light capable of saving [[the Glade of Dreams|our world]]: a creature both agile and carefree, as tenacious as he is hilarious, destined to crack up the Creator with his heroic antics and stop [[Jano|the nightmare]]!&lt;br /&gt;
&lt;br /&gt;
Unfortunately, although not surprisingly, our bedazzling and bodacious nymphs were distracted by some [[zombie chicken]]s on their way to the sacred snoring grounds of the Bubble Dreamer, and they lost a sack of [[lum]]s chasing the crazy creatures over a cliff. Thus, they arrived late and with a lot less illumination.&lt;br /&gt;
&lt;br /&gt;
In the end, Rayman was born with a few missing limbs, which as it turned out, made him a whole lot more limber!&lt;br /&gt;
|sign=Official site|source=&#039;&#039;[[Rayman Origins]]&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
It is not specified whether this story is intended to replace or complement the one from the &#039;&#039;Rayman 2&#039;&#039; manual.&lt;br /&gt;
&lt;br /&gt;
The PlayStation Vita version of the game contains two mosaics which can be viewed when the player collects enough [[Relic]]s. One of these mosaics tells a story about Rayman&#039;s past. Long ago, Rayman was completely bald, and had a wife or girlfriend of his own species. One night, as they slept together in a forest, a colony of tiny blonde hair creatures crept up on Rayman and fused themselves into his head. Rayman&#039;s female companion, frightened by this strange turn of events, attempted to cut Rayman&#039;s hair with a pair of scissors. The terrified hairs pulled at Rayman&#039;s head, forcing him to flee, and he fell over the edge of a cliff, apparently to his doom; however, he was saved by his new hair, which gave him the ability to fly like a [[helicopter]].&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* When &#039;&#039;Rayman 2&#039;&#039; was released in Japan, Rayman&#039;s purple clothes and the stripes on Ly&#039;s suit were changed to blue, because it was believed that purple was the color of death in Japan. Purple, however, traditionally represents the aristocratic class in Japanese culture. This belief may have stemmed from the practice of Thai widows to wear purple when in mourning. &#039;&#039;[[Rayman 2]]&#039;&#039; is also the only [[Rayman (series)|&#039;&#039;Rayman&#039;&#039; game]] where this sort of change was made in the Japanese localization.&lt;br /&gt;
* One of Rayman&#039;s hobbies is painting, which was revealed at a later point in &#039;&#039;[[Rayman 1|Rayman]]&#039;&#039; and in &#039;&#039;[[Rayman Junior]]&#039;&#039;.  &lt;br /&gt;
* Rayman also seems to like basketball. In &#039;&#039;[[Rayman 2]]&#039;&#039;, he would sometimes take his body off and play with it like a basketball whenever he is left idle. Also, in [[Rayman 3 (Game Boy Advance)|the Game Boy Advance version of &#039;&#039;Rayman 3&#039;&#039;]] if the player decided to continue at the &amp;quot;Game Over&amp;quot; screen, Rayman would throw his body through a basketball net and catch it.&lt;br /&gt;
* In &#039;&#039;[[Rayman 3]]&#039;&#039; he seems to also show interest in football, as when he is left idle, he kicks his body around and can also kick [[turtle]]s and [[plum]]s.&lt;br /&gt;
* Other sports that Rayman appears to like are Golf, Bowling and Karting, as &#039;&#039;[[Rayman Golf]]&#039;&#039;, &#039;&#039;[[Rayman Bowling]]&#039;&#039; and &#039;&#039;[[Rayman Kart]]&#039;&#039; suggest.&lt;br /&gt;
* Some of Rayman&#039;s gymnastic skills include handstands, somersaults and back flips.&lt;br /&gt;
* Rayman makes a cameo appearance in both the credits of &#039;&#039;[[Tonic Trouble]]&#039;&#039; and the Ski Slope level.&lt;br /&gt;
* Rayman also makes a cameo in the Ubisoft title &#039;&#039;[[Academy of Champions]]&#039;&#039;, in which he is part of the Ubisoft team which features characters from other Ubisoft franchises such as &#039;&#039;Beyond Good and Evil&#039;&#039;, &#039;&#039;Splinter Cell&#039;&#039;, &#039;&#039;Prince of Persia&#039;&#039; and &#039;&#039;Assassin&#039;s Creed&#039;&#039;.  &amp;lt;small&amp;gt;[[http://academyofchampions.uk.ubi.com/the-game/players/ 1]]&amp;lt;/small&amp;gt;  In this team, Rayman is the goalkeeper. A hat based on Rayman&#039;s head is also available from the game&#039;s item shop.&lt;br /&gt;
* Due to a reaction during an activity in &#039;&#039;[[Rayman Premier Clics]]&#039;&#039; and due to the cover picture in a Joystick&#039;s magazine about &#039;&#039;[[Rayman 3: Hoodlum Havoc]]&#039;&#039;, it is presumed that Rayman loves chocolate although it is not confirmed if it is his favourite food or not.&lt;br /&gt;
* Rayman can play the harmonica, as shown in &#039;&#039;[[Rayman Activity Centre]]&#039;&#039;&lt;br /&gt;
* With the exception of the [[Renversant!|third volume]], Rayman makes a cameo appearance in all volumes of [[Thitaume]] and [[Pujol]]&#039;s [[Rabbids]] comic books.&lt;br /&gt;
* Rayman was parodied in a comic strip in the second volume of Joueur du Grenier, with the main character being dressed like him. The joke poked fun at the limbless attributes of Rayman. &lt;br /&gt;
* Rayman can play the ukulele, as shown in &#039;&#039;[[Rayman Jungle Run]]&#039;&#039;&lt;br /&gt;
* Despite not having a neck, Rayman is still able to eat and swallow. This is seen in the opening cutscene of &#039;&#039;[[Rayman Origins]]&#039;&#039;.&lt;br /&gt;
* In Rayman Legends, it seems that he did not age at all after the 100 years nap; the same goes for every other character returning from &#039;&#039;Origins&#039;&#039;.&lt;br /&gt;
* The manual for the GameCube and Xbox versions of &#039;&#039;[[Rayman Arena]]&#039;&#039;, the American localisation of &#039;&#039;Rayman M&#039;&#039;, offers the following description of Rayman:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Profession:&#039;&#039;&#039; Legendary Hero. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Likes:&#039;&#039;&#039; His friends, jogging in the morning, and fighting evil. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dislikes:&#039;&#039;&#039; The bad guys, people stepping on his feet, and being bored. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Address:&#039;&#039;&#039; Wherever he&#039;s needed.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* Rayman, Globox and Barbara appear as collectible trophies in Super Smash Bros. for Wii U, with models supplied by UbiSoft.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery perrow=&amp;quot;7&amp;quot;&amp;gt;&lt;br /&gt;
File:Rayman_concepts.png&lt;br /&gt;
File:RaymanLimbs.jpg&lt;br /&gt;
File:RaymanSketch01.jpg&lt;br /&gt;
File:RaymanSketch02.jpg&lt;br /&gt;
File:RaymanSketch03.jpg&lt;br /&gt;
File:RaymanSketch04.jpg&lt;br /&gt;
File:RaymanSketch05.jpg&lt;br /&gt;
File:R2Rayman001.jpg&lt;br /&gt;
File:R2Rayman002.jpg&lt;br /&gt;
File:R2Rayman003.jpg&lt;br /&gt;
File:R2Rayman004.jpg&lt;br /&gt;
File:R2Rayman005.jpg&lt;br /&gt;
File:R2Rayman006.jpg&lt;br /&gt;
File:R2Rayman007.jpg&lt;br /&gt;
File:R2Rayman008.jpg&lt;br /&gt;
File:R2Rayman009.jpg&lt;br /&gt;
File:R2Rayman010.jpg&lt;br /&gt;
File:R2Rayman011.jpg&lt;br /&gt;
File:R2Rayman012.jpg&lt;br /&gt;
File:R2Rayman013.jpg&lt;br /&gt;
File:R2Rayman014.jpg&lt;br /&gt;
File:R2Rayman015.jpg&lt;br /&gt;
File:R2Rayman016.jpg&lt;br /&gt;
File:R2Rayman017.jpg&lt;br /&gt;
File:R2Rayman018.jpg&lt;br /&gt;
File:R2Rayman019.jpg&lt;br /&gt;
File:R2Rayman020.jpg&lt;br /&gt;
File:R2Rayman021.jpg&lt;br /&gt;
File:R2Rayman022.jpg&lt;br /&gt;
File:R2Rayman023.jpg&lt;br /&gt;
File:R2Rayman024.jpg&lt;br /&gt;
File:R2Rayman025.jpg&lt;br /&gt;
File:R2Rayman026.jpg&lt;br /&gt;
File:R2Rayman027.jpg&lt;br /&gt;
File:R2Rayman028.jpg&lt;br /&gt;
File:R2Playingwithlum.jpg&lt;br /&gt;
File:Arcimboldo.JPG&lt;br /&gt;
File:Botticelli.JPG&lt;br /&gt;
File:Dali.jpg&lt;br /&gt;
File:Liechtenstein.JPG&lt;br /&gt;
File:Miró.JPG&lt;br /&gt;
File:Picasso.jpg&lt;br /&gt;
File:Vangogh.jpg&lt;br /&gt;
File:Vasareli.jpg&lt;br /&gt;
File:18440 251125853159 237651503159 3311579 4328594 n.jpg&lt;br /&gt;
File:R3Artwork-Grimace.jpg&lt;br /&gt;
File:R3-HeavyMetalFist-CombatFatigueArtwork.jpg&lt;br /&gt;
File:R3-Lockjaw-CombatFatigueArtwork.jpg&lt;br /&gt;
File:R3-ThrottleCopter-CombatFatigueArtwork.jpg&lt;br /&gt;
File:R3HH-RaymanAndHoodmonger.jpg&lt;br /&gt;
File:R3HH-ShockRocket-Artwork.jpg&lt;br /&gt;
File:R3HH-Vortex-Artwork.jpg&lt;br /&gt;
File:Rayman_3_helicopter.jpg&lt;br /&gt;
File:Rayman_3_punching.jpg&lt;br /&gt;
File:Raymanplayswii.jpeg&lt;br /&gt;
File:Rayman-raving-rabbids_art_06.png&lt;br /&gt;
File:Rayman33.jpg&lt;br /&gt;
File:Rayman_Raving_Rabbids_Wii_11.jpg&lt;br /&gt;
File:C_ray.jpg&lt;br /&gt;
File:Rayman-raving-rabbids_art_58.jpg&lt;br /&gt;
File:172555084.jpg&lt;br /&gt;
File:Rabbidsdance.jpg&lt;br /&gt;
File:Raymancostumes.jpg&lt;br /&gt;
File:Rayman_raving_rabbids_mariachi_ray_700.jpg&lt;br /&gt;
File:Rayman-raving-rabbids_art_57.jpg&lt;br /&gt;
File:Mandal004.JPG&lt;br /&gt;
File:Mandal005.JPG&lt;br /&gt;
File:Mandal006.JPG&lt;br /&gt;
File:Mandal007.JPG&lt;br /&gt;
File:Moskito RO.JPG&lt;br /&gt;
File:Raymanlegends02.jpg&lt;br /&gt;
File:Rayman03punch.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Miscellanea]]&lt;br /&gt;
*[[Rayman in popular culture]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Rayman 1|collapsed=&amp;quot;yes&amp;quot;}}&lt;br /&gt;
{{Rayman 2|collapsed=&amp;quot;yes&amp;quot;}}&lt;br /&gt;
{{RMcharacters}}&lt;br /&gt;
{{R3characters}}&lt;br /&gt;
{{ROcharacters}}&lt;br /&gt;
{{RLcharacters}}&lt;br /&gt;
&lt;br /&gt;
[[fr:Rayman]]&lt;br /&gt;
[[de:Rayman]]&lt;br /&gt;
[[hu:Rayman]]&lt;br /&gt;
[[it:Rayman]]&lt;br /&gt;
[[pl:Rayman]]&lt;br /&gt;
[[es:Rayman]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters from Rayman M]]&lt;br /&gt;
[[Category:Characters from Rayman: The Animated Series]]&lt;br /&gt;
[[Category:Friends from Rayman 1]]&lt;br /&gt;
[[Category:Friends from Rayman 2]]&lt;br /&gt;
[[Category:Friends from Rayman 3]]&lt;br /&gt;
[[Category:Friends from Rayman Raving Rabbids]]&lt;br /&gt;
[[Category:Friends from Rayman: Hoodlums&#039; Revenge]]&lt;br /&gt;
[[Category:Friends from Rayman Legends]]&lt;br /&gt;
[[Category:Friends from Rayman Origins]]&lt;br /&gt;
[[Category:Friends from the Game Boy Advance version of Rayman 3]]&lt;br /&gt;
[[Category:Friends from the Game Boy Advance version of Rayman Raving Rabbids]]&lt;br /&gt;
[[Category:Friends from the Game Boy Color version of Rayman]]&lt;br /&gt;
[[Category:Members of Rayman&#039;s species]]&lt;br /&gt;
[[Category:Playable characters]]&lt;/div&gt;</summary>
		<author><name>Technology4617</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=Category:Speedrunning&amp;diff=50706</id>
		<title>Category:Speedrunning</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=Category:Speedrunning&amp;diff=50706"/>
		<updated>2016-07-05T08:22:47Z</updated>

		<summary type="html">&lt;p&gt;Technology4617: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rewrite-expand}}&lt;br /&gt;
&lt;br /&gt;
For those wishing to speedrun or TAS games in the [[Rayman (series)|&#039;&#039;Rayman&#039;&#039; franchise]], this page features a collection of the known tricks and glitches in each game, as well as tips to help speedrunners get through the game faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;[[Rayman 1|Rayman]]&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
===General Tips===&lt;br /&gt;
&lt;br /&gt;
* The American PlayStation release is the standard for speedrunning, and is the most well-documented.&lt;br /&gt;
&lt;br /&gt;
* If the player holds down a given button, Rayman will perform the corresponding action as soon as possible. For instance, if the player does not have the helicopter ability, holding down X will cause them to jump the first frame they touch a vine.&lt;br /&gt;
&lt;br /&gt;
* Jump-punching is twice as powerful as a regular punch.&lt;br /&gt;
&lt;br /&gt;
* Getting a bigger tether off of a Ring allows the player to move farther and higher than would otherwise be possible.&lt;br /&gt;
&lt;br /&gt;
* The direction of knockback damage off of most non-moving objects is typically the opposite of the direction the player was facing when they were hit. This applies to some moving objects as well.&lt;br /&gt;
&lt;br /&gt;
* If it is required to revisit a given level, it is typically best to avoid side paths until the second playthrough.&lt;br /&gt;
&lt;br /&gt;
* Jumping quickly to the left and right on vines allows the player to get up them more quickly than simply climbing up them.&lt;br /&gt;
&lt;br /&gt;
* Players can death abuse to checkpoints to avoid backtracking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Important Glitches ===&lt;br /&gt;
&lt;br /&gt;
====Froot Loop Boosting====&lt;br /&gt;
Rayman has a massive amount of speed while swinging on a Ring, but this is automatically reduced to walking, running, or no speed as soon as he jumps off, depending on whether the player holds left, right, or nothing on the D-Pad.&lt;br /&gt;
&lt;br /&gt;
However, the team forgot to program in a given amount of movement when holding up or down, allowing the player to effectively keep any velocity the game &amp;quot;thinks&amp;quot; they have at any given time. This was never patched in any of the game&#039;s subsequent releases despite the obvious nature of the programming error.&lt;br /&gt;
&lt;br /&gt;
Some enemies will also give Rayman similarly immense speed, which can be maintained via this same trick.&lt;br /&gt;
&lt;br /&gt;
====Speed Storage====&lt;br /&gt;
A relatively new discovery found during the making of the PlayStation TAS. In a similar fashion to Rings, speeds above walking are stored in the game&#039;s memory until they are reset. As such, if the player refrains from gaining speed before jumping off the side of an event (such as moving platforms and plums). One particularly noteworthy example of this is &amp;quot;Plum Skip Skip,&amp;quot; which uses the momentum gained in Mr. Sax&#039;s Hullabaloo to get over to a vine in Moskito&#039;s Nest that would otherwise not be possible to reach, saving nearly a minute of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[https://www.youtube.com/playlist?list=PL7MU56BZ114jus4GG3oat0iH6Iq93ayRO Video Tutorial]===&lt;br /&gt;
An in-depth video tutorial done by a speedrunner by the name of Shoteru. Despite being made towards the start of 2015, it is still mostly current, with a few major exceptions. &lt;br /&gt;
==&#039;&#039;[[Rayman 2]]&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;[[Rayman Revolution]]&#039;&#039;==&lt;br /&gt;
For &#039;&#039;[[Rayman Revolution]]&#039;&#039; the NTSC-J version is the best as its cutscenes are shorter due to there being less text to display. However, the tricks listed below are valid for all versions.&lt;br /&gt;
&lt;br /&gt;
=== Any % ===&lt;br /&gt;
&lt;br /&gt;
==== General ====&lt;br /&gt;
Note that most of the general tricks from &#039;&#039;[[Rayman 2]]&#039;&#039; also work in &#039;&#039;[[Rayman Revolution]]&#039;&#039; as well. These are however, tricks that are exclusive to &#039;&#039;[[Rayman Revolution]]&#039;&#039;.&lt;br /&gt;
*By moving Rayman sideways in any direction, while moving the camera so that Rayman is moving to the side, his movement speed can be doubled.&lt;br /&gt;
*By having Rayman shoot, right before landing in a body of water, the player can have the animation skipped.&lt;br /&gt;
*By jumping diagonally in a wall jump, the player can save a few seconds.&lt;br /&gt;
&lt;br /&gt;
==== [[The Woods of Light]] ====&lt;br /&gt;
For the jail-escape part it&#039;s a lot faster jumping while sliding down. Once the next part is entered, there is a way to skip the [[Murfy]] dialogue after the first cage has been broken. To do so, the player must land on the rocks behind the cage, once it has been hit twice, and then quickly jump up again. The next trick will allow the player to skip the cutscene with the [[baby Globox]]es. To do so, the player must land their jump on the far left side of the ledge where they are. By doing this the cutscene trigger will be skipped, and the player can move on by jumping into the tunnel. Once the wall-jump area is reached, it is once again faster to jump diagonally.&lt;br /&gt;
&lt;br /&gt;
==== [[The Minisaurus Plain]] ====&lt;br /&gt;
For [[the Minisaurus Plain]] you&#039;re going to want to perform a air-swimming bug. You do this by glitching through the walls in the water during the tutorial (watch the video linked below for a better understanding of where to perform the glitch). What you want to do next is to swim into the entrance to [[the Bayou]].&lt;br /&gt;
&lt;br /&gt;
Once you get the question on if you want to save or not, press yes and then choose no on everything else. What this will do is to reload the intro-cutscene to that level. Though, as you entered it before it now thinks you&#039;ve already seen the first [[Razorbeard]] cutscene and now takes you to the next one which is right before [[the Precipice]]. Once you&#039;ve watched the cutscene it will now load the level connected with the cutscene which in this case is [[the Precipice]]. You&#039;re however going to want to leave the level immediately by jumping onto the balloon.&lt;br /&gt;
&lt;br /&gt;
==== [[Rainbow Creek]] ====&lt;br /&gt;
Before entering [[Rainbow Creek]] you&#039;re going to want to activate a special bug-mode which allows you to play while at the save-screen. To do this you&#039;re going to first say yes to saving, press no at the next screen, press cross at he next screen while holding select and then pressing start. Once you enter [[Rainbow Creek]] you&#039;re going to head towards the [[Teensie]]s. However, make sure you don&#039;t exit the save-screen by pressing cross at any time. This gets tricky when you get to the ledge where [[Rayman]] is going to be hanging. It is possible to get up from there, though not that easy as you need to press the right button depending on the angle. An easier way to perform this is to activate this bug-state through another loading-screen in the area.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve made it to the second set of sign where you&#039;ll usually find the [[flying shell]] leading to [[the Crow&#039;s Nest]] you&#039;re going to walk to the edge and stand in a position so that you see the [[Teensie]] [[stone circle]] to the left and a cliff to the right. Once there you&#039;re going to save the game and once the game is saved you&#039;re going to start very high up in the air. If you&#039;ve done this correctly you should be falling into the trigger on your way down which will take you to [[the Crow&#039;s Nest]].&lt;br /&gt;
&lt;br /&gt;
==== [[The Crow&#039;s Nest]] ====&lt;br /&gt;
During the first part of the boss you should stay near the edge to prevent [[Razorbeard]] to jump towards you. Once in the second phase it is a lot faster to defeat him by getting the unlimited-ammo by flying into the small circle at the top while holding down the jump and shoot button (cross and square). While he is taking damage in the lava you can shoot at him to make him get up quicker.&lt;br /&gt;
&lt;br /&gt;
[https://youtu.be/XBOi2jCYcFo Video tutorial]&lt;br /&gt;
&lt;br /&gt;
=== 100% ===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;[[Rayman 3]]&#039;&#039;==&lt;br /&gt;
===Glitch Concepts===&lt;br /&gt;
Certain glitches require Rayman to either be in a certain place, or have Rayman in a certain state. Below are the definitions of these concepts.&lt;br /&gt;
====Fixed/Free Camera====&lt;br /&gt;
One important concept is having a fixed or free camera. Normally when playing though the game, the player has complete control over the camera and can move it around the player at will. This is known as a &#039;&#039;&#039;Free Camera&#039;&#039;&#039;. In some areas, upon entry, the camera may automatically attempt to fix itself in a certain location or zoom out. If the player were to attempt to move the camera in one of these locations, they would find that it moves much slower than normal for a few seconds, before it breaks free and returns to its normal location just behind Rayman. This type of camera is known as a &#039;&#039;&#039;Fixed Camera&#039;&#039;&#039;. When the camera is fixed, Rayman is said to be in a &#039;&#039;&#039;Fixed Camera Location&#039;&#039;&#039;. The act of moving the camera in one of these locations so that it breaks free is known as &#039;&#039;&#039;freeing the camera&#039;&#039;&#039;. Usually, when returning to a fixed camera location after freeing the camera, the camera returns to its fixed state, however, this is not always the case. Certain glitches require Rayman to have a fixed camera, while others may be limited in effectiveness because of it.&lt;br /&gt;
&lt;br /&gt;
====Ledge Grabbing====&lt;br /&gt;
When Rayman collides with the edge of a platform, he is put into a position where he is hanging from the side of the platform, which is known as &#039;&#039;&#039;Ledge Grabbing&#039;&#039;&#039;. If this happens, Rayman&#039;s state changes throughout the rest of the current level, making certain glitches impossible to perform, while making others much easier. Entering certain Free Camera Locations (see above) can reset this state, causing Rayman to act as if he has not grabbed a ledge.&lt;br /&gt;
&lt;br /&gt;
====Look Mode Activation====&lt;br /&gt;
Certain glitches in the game require that look mode is activated at least once in the level before they can be executed. Entering certain locations can cause the game to act as if look mode has not yet been activated, requiring the player to activate it again.&lt;br /&gt;
&lt;br /&gt;
===Important Glitches===&lt;br /&gt;
====Superjump (SJ)====&lt;br /&gt;
&#039;&#039;This glitch has limited effectiveness on the PS2 version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch has limited effectiveness in Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A superjump allows Rayman to reach extremely high places, often bypassing large areas. It is performed by tapping or holding the look mode button while falling off certain ledges. This is easiest to do by entering strafe mode, then walking off a ledge and pressing the look mode button. Certain ledges give larger and more reliable superjumps than other ledges, while some ledges have no affect at all, or can even accelerate Rayman downwards at high speeds. &lt;br /&gt;
(Discovered by PewableShift)&lt;br /&gt;
&lt;br /&gt;
====Midair Superjump (MSJ)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed in Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch required Look Mode to have been activated at least once before it is used&#039;&#039;&lt;br /&gt;
A midair superjump allows Rayman to perform a small superjump in midair rather than on a ledge. It is performed by jumping, then holding the look mode button while tapping the jump button to helicopter for a brief period. If done correctly, the game should enter look mode for a small period, causing a superjump. If the player performs this while holding the analog stick against a wall, they may gain some height.&lt;br /&gt;
(Discovered by GamePro011)&lt;br /&gt;
&lt;br /&gt;
====Extended Superjump (ESJ)====&lt;br /&gt;
&#039;&#039;This glitch has limited effectiveness on the PS2 version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An extended superjump allows the player to increase the height they get when performing a superjump by extending the amount of time that Rayman is in look mode. To perform an extended superjump, follow the instructions to perform a normal superjump, but instead of only pressing the look mode button once, quickly and repeatedly tap it for the duration of the ESJ.&lt;br /&gt;
(Discovered by KirbyComment)&lt;br /&gt;
&lt;br /&gt;
====Camera Buffered Superjump (CBSJ)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed on the GameCube version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A camera buffered superjump allows Rayman to gain height on certain ledges that a normal superjump does not work on. It is performed by entering snapshot mode as Rayman falls off certain ledges, then holding the look mode button and exiting snapshot mode. This is easiest to do by entering strafe mode, then walking off a ledge and performing the glitch as described. A variant of this glitch, known as the Camera Superjump (CSJ) can be performed the same way but without holding look mode. This has a similar effect but is less reliable and effective, meaning that it is not used.&lt;br /&gt;
(Discovered by Alekzoz)&lt;br /&gt;
&lt;br /&gt;
====Extended Camera Buffered Superjump (ECBSJ)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed on the GameCube version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch is more consistent if Rayman has grabbed a ledge&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An extended camera buffered superjump is a combination of the extended superjump and the camera buffered superjump. It allows Rayman to increase the height they get when performing a camera buffered superjump by extending the amount of time that Rayman is in look mode. To perform an extended camera buffered superjump, follow the instructions to perform a normal camera buffered superjump, but after exiting snapshot mode, quickly and repeatedly tap the look mode button instead of holding it or letting it go.&lt;br /&gt;
(Discovered by KirbyComment)&lt;br /&gt;
&lt;br /&gt;
====Camera Buffered Midair Superjump (CBMSJ)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed on the GameCube version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch can only be performed in Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch can not be performed if Rayman has grabbed a ledge&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A camera buffered midair superjump is a combination of the midair superjump and the camera buffered superjump. In areas where it can be used, it vastly increases the height Rayman would get from a normal midair superjump. To perform it, Rayman must jump against a wall, and with the analog stick tilted in the direction of the wall, the player must enter snapshot mode, hold the look mode button, then exit snapshot mode.&lt;br /&gt;
(Discovered by Alekzoz?)&lt;br /&gt;
&lt;br /&gt;
====Rolling Superjump (RSJ)====&lt;br /&gt;
A rolling superjump can move Rayman upwards to varying heights. To perform a rolling superjump, the player must roll forwards in certain areas (often hitting a ledge at the end of the roll).&lt;br /&gt;
(Discovered by some scorers)&lt;br /&gt;
&lt;br /&gt;
====Glidewalk (GW)====&lt;br /&gt;
&#039;&#039;This glitch can not be performed on the PC version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A glidewalk causes Rayman to move around in midair while slowly falling, as if he were using his helicopter, but in the standing position. To perform a glidewalk, the player must perform a superjump or extended superjump, then immediately hold the jump button after releasing the look mode button. If Rayman touches certain walls or slopes in a glidewalk, he can be pushed upwards. Releasing the joystick while touching a wall can cause Rayman to clip through, allowing him to bypass certain areas.&lt;br /&gt;
(Discovered by Got4n)&lt;br /&gt;
&lt;br /&gt;
====Midair Glidewalk (MGW)====&lt;br /&gt;
&#039;&#039;This glitch can not be performed on the PC version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch can only be performed in Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A midair glidewalk acts in the same way as a glidewalk. It is performed by jumping, holding the look mode button, then tapping the jump button twice in quick succession. As this glitch is frame perfect, it isn&#039;t commonly used, and is usually replaced with a Buffered Midair Glidewalk.&lt;br /&gt;
(Discovered by Gamepro011)&lt;br /&gt;
&lt;br /&gt;
====Buffered Midair Glidewalk (BMGW, often refered to as just MGW)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed in certain Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch can not be performed if Rayman has grabbed a ledge&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A buffered midair glidewalk acts the same as a glidewalk and midair glidewalk, but it is easier to perform and works on the PC version. It is performed by jumping, activating the helicopter, entering snapshot mode while the helicopter is active, releasing the jump button, holding the look mode button, exiting snapshot mode then immediately pressing and holding the jump button. In a few locations, this can be performed by simply holding the look mode button while in midair, then pressing the jump button.&lt;br /&gt;
(Discovered by Gamepro011)&lt;br /&gt;
&lt;br /&gt;
====Moonglide (MG)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed in certain Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch can not be performed if Rayman has grabbed a ledge&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A moonglide is similar to a glidewalk but instead of falling downwards, Rayman moves upwards for a brief period. A moonglide is performed by jumping, entering snapshot mode, holding look mode, then exiting snapshot mode. Depending on at what point in the jump the glitch was activated, you will glide upwards by varying amounts. In a few locations, this can be performed by simply holding the look mode button while in midair.&lt;br /&gt;
(Discovered by LightWeightRunner)&lt;br /&gt;
&lt;br /&gt;
====Moonbounce (MB)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed in Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A moonbounce is similar to moonglide, but is activated using a bouncy object such as a balloon and will gain more height. If Rayman performs a superjump or midair superjump as he touches the bouncy object, he will accelerate upwards. In locations where a moonglide can be performed and a bouncy object exists, this can be performed by performing a moonglide just after bouncing.&lt;br /&gt;
(Discovered by LightWeightRunner)&lt;br /&gt;
&lt;br /&gt;
====Playable Camera Mode (PCM)====&lt;br /&gt;
Playable camera mode allows the player to move Rayman while he is in snapshot mode. The primary use for this is infinite flight, as it causes combat fatigues to never expire. There are two parts of the snapshot mode menu, the question screen, and the Yes/No screen. While in the question screen, Rayman&#039;s movement (on some platforms) and the camera may act strange. Because of this, most people tend to stay in the Yes/No screen. It is important that while in the Yes/No screen, the A button is not pressed while &amp;quot;Yes&amp;quot; is highlighted, as it cancels the glitch. Because PCM disables look mode, any glitches requiring it will not be possible.&lt;br /&gt;
&lt;br /&gt;
There are three different ways to perform this glitch. Start of level PCM is performed by enabling snapshot mode just as a level starts. The difficulty of performing this varies by level and by platform, however. Cage PCM can be performed wherever there is a cage, by enabling snapshot mode as the cage is destroyed. This can only be performed if the cage has not yet been destroyed on the save file, however. Knaaren PCM is the easiest, and is performed by getting hit enough times by a Knaaren to trigger the teensie cutscene, pausing, unpausing, then enabling snapshot mode and waiting for the teensie cutscene to end.&lt;br /&gt;
&lt;br /&gt;
====Infinite Powerup Glitch (IPG)====&lt;br /&gt;
&#039;&#039;One variant of this glitch can not be performed on the PC version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Infinite Powerup Glitch is a glitch that causes cutscene bars to appear during gameplay, causing the player to be unable to pause or enter snapshot mode, and for any combat fatigues to never expire. It occurs when a cutscene is interrupted in a way that the game does not expect, for example, by jumping from a free to a fixed camera location as the cutscene starts. The only variant of this glitch used in a speedrun is in the second part of the Tower of the Leptys. After defeating the two Lavomatrixes at the start of the level, a fanfare should play. Jumping onto the nearby stairs as the fanfare finishes and the cutscene starts causes the camera to switch from a free camera to a fixed camera during the cutscene, interrupting it and causing IPG. For unknown reasons, this variant does not work on the PC version.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[http://www.raymanpc.com/forum/viewtopic.php?f=13&amp;amp;t=4986 &#039;&#039;Rayman 3&#039;&#039; score topic at Pirate-Community]&lt;br /&gt;
*[http://www.raymanpc.com/forum/viewtopic.php?f=13&amp;amp;t=1031 &#039;&#039;Rayman 1&#039;&#039; topic at Pirate-Community]&lt;br /&gt;
&lt;br /&gt;
[[Category:Other]]&lt;/div&gt;</summary>
		<author><name>Technology4617</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=Category:Speedrunning&amp;diff=50705</id>
		<title>Category:Speedrunning</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=Category:Speedrunning&amp;diff=50705"/>
		<updated>2016-07-05T08:21:32Z</updated>

		<summary type="html">&lt;p&gt;Technology4617: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rewrite-expand}}&lt;br /&gt;
&lt;br /&gt;
For those wishing to speedrun or TAS games in the [[Rayman (series)|&#039;&#039;Rayman&#039;&#039; franchise]], this page features a collection of the known tricks and glitches in each game, as well as tips to help speedrunners get through the game faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;[[Rayman 1|Rayman]]&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
===General Tips===&lt;br /&gt;
&lt;br /&gt;
* The American PlayStation release is the standard for speedrunning, and is the most well-documented.&lt;br /&gt;
&lt;br /&gt;
* If the player holds down a given button, Rayman will perform the corresponding action as soon as possible. For instance, if the player does not have the helicopter ability, holding down X will cause them to jump the first frame they touch a vine.&lt;br /&gt;
&lt;br /&gt;
* Jump-punching is twice as powerful as a regular punch.&lt;br /&gt;
&lt;br /&gt;
* Getting a bigger tether off of a Ring allows the player to move farther and higher than would otherwise be possible.&lt;br /&gt;
&lt;br /&gt;
* The direction of knockback damage off of most non-moving objects is typically the opposite of the direction the player was facing when they were hit. This applies to some moving objects as well.&lt;br /&gt;
&lt;br /&gt;
* If it is required to revisit a given level, it is typically best to avoid side paths until the second playthrough.&lt;br /&gt;
&lt;br /&gt;
* Jumping quickly to the left and right on vines allows the player to get up them more quickly than simply climbing up them.&lt;br /&gt;
&lt;br /&gt;
* Players can death abuse to checkpoints to avoid backtracking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Important Glitches ===&lt;br /&gt;
&lt;br /&gt;
====Froot Loop Boosting====&lt;br /&gt;
Rayman has a massive amount of speed while swinging on a Ring, but this is automatically reduced to walking, running, or no speed as soon as he jumps off, depending on whether the player holds left, right, or nothing on the D-Pad.&lt;br /&gt;
&lt;br /&gt;
However, the team forgot to program in a given amount of movement when holding up or down, allowing the player to effectively keep any the velocity the game &amp;quot;thinks&amp;quot; they have at any given time. This was never patched in any of the game&#039;s subsequent releases despite the obvious nature of the programming error.&lt;br /&gt;
&lt;br /&gt;
Some enemies will also give Rayman similarly immense speed, which can be maintained via this same trick.&lt;br /&gt;
&lt;br /&gt;
====Speed Storage====&lt;br /&gt;
A relatively new discovery found during the making of the PlayStation TAS. In a similar fashion to Rings, speeds above walking are stored in the game&#039;s memory until they are reset. As such, if the player refrains from gaining speed before jumping off the side of an event (such as moving platforms and plums). One particularly noteworthy example of this is &amp;quot;Plum Skip Skip,&amp;quot; which uses the momentum gained in Mr. Sax&#039;s Hullabaloo to get over to a vine in Moskito&#039;s Nest that would otherwise not be possible to reach, saving nearly a minute of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[https://www.youtube.com/playlist?list=PL7MU56BZ114jus4GG3oat0iH6Iq93ayRO Video Tutorial]===&lt;br /&gt;
An in-depth video tutorial done by a speedrunner by the name of Shoteru. Despite being made towards the start of 2015, it is still mostly current, with a few major exceptions. &lt;br /&gt;
==&#039;&#039;[[Rayman 2]]&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;[[Rayman Revolution]]&#039;&#039;==&lt;br /&gt;
For &#039;&#039;[[Rayman Revolution]]&#039;&#039; the NTSC-J version is the best as its cutscenes are shorter due to there being less text to display. However, the tricks listed below are valid for all versions.&lt;br /&gt;
&lt;br /&gt;
=== Any % ===&lt;br /&gt;
&lt;br /&gt;
==== General ====&lt;br /&gt;
Note that most of the general tricks from &#039;&#039;[[Rayman 2]]&#039;&#039; also work in &#039;&#039;[[Rayman Revolution]]&#039;&#039; as well. These are however, tricks that are exclusive to &#039;&#039;[[Rayman Revolution]]&#039;&#039;.&lt;br /&gt;
*By moving Rayman sideways in any direction, while moving the camera so that Rayman is moving to the side, his movement speed can be doubled.&lt;br /&gt;
*By having Rayman shoot, right before landing in a body of water, the player can have the animation skipped.&lt;br /&gt;
*By jumping diagonally in a wall jump, the player can save a few seconds.&lt;br /&gt;
&lt;br /&gt;
==== [[The Woods of Light]] ====&lt;br /&gt;
For the jail-escape part it&#039;s a lot faster jumping while sliding down. Once the next part is entered, there is a way to skip the [[Murfy]] dialogue after the first cage has been broken. To do so, the player must land on the rocks behind the cage, once it has been hit twice, and then quickly jump up again. The next trick will allow the player to skip the cutscene with the [[baby Globox]]es. To do so, the player must land their jump on the far left side of the ledge where they are. By doing this the cutscene trigger will be skipped, and the player can move on by jumping into the tunnel. Once the wall-jump area is reached, it is once again faster to jump diagonally.&lt;br /&gt;
&lt;br /&gt;
==== [[The Minisaurus Plain]] ====&lt;br /&gt;
For [[the Minisaurus Plain]] you&#039;re going to want to perform a air-swimming bug. You do this by glitching through the walls in the water during the tutorial (watch the video linked below for a better understanding of where to perform the glitch). What you want to do next is to swim into the entrance to [[the Bayou]].&lt;br /&gt;
&lt;br /&gt;
Once you get the question on if you want to save or not, press yes and then choose no on everything else. What this will do is to reload the intro-cutscene to that level. Though, as you entered it before it now thinks you&#039;ve already seen the first [[Razorbeard]] cutscene and now takes you to the next one which is right before [[the Precipice]]. Once you&#039;ve watched the cutscene it will now load the level connected with the cutscene which in this case is [[the Precipice]]. You&#039;re however going to want to leave the level immediately by jumping onto the balloon.&lt;br /&gt;
&lt;br /&gt;
==== [[Rainbow Creek]] ====&lt;br /&gt;
Before entering [[Rainbow Creek]] you&#039;re going to want to activate a special bug-mode which allows you to play while at the save-screen. To do this you&#039;re going to first say yes to saving, press no at the next screen, press cross at he next screen while holding select and then pressing start. Once you enter [[Rainbow Creek]] you&#039;re going to head towards the [[Teensie]]s. However, make sure you don&#039;t exit the save-screen by pressing cross at any time. This gets tricky when you get to the ledge where [[Rayman]] is going to be hanging. It is possible to get up from there, though not that easy as you need to press the right button depending on the angle. An easier way to perform this is to activate this bug-state through another loading-screen in the area.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve made it to the second set of sign where you&#039;ll usually find the [[flying shell]] leading to [[the Crow&#039;s Nest]] you&#039;re going to walk to the edge and stand in a position so that you see the [[Teensie]] [[stone circle]] to the left and a cliff to the right. Once there you&#039;re going to save the game and once the game is saved you&#039;re going to start very high up in the air. If you&#039;ve done this correctly you should be falling into the trigger on your way down which will take you to [[the Crow&#039;s Nest]].&lt;br /&gt;
&lt;br /&gt;
==== [[The Crow&#039;s Nest]] ====&lt;br /&gt;
During the first part of the boss you should stay near the edge to prevent [[Razorbeard]] to jump towards you. Once in the second phase it is a lot faster to defeat him by getting the unlimited-ammo by flying into the small circle at the top while holding down the jump and shoot button (cross and square). While he is taking damage in the lava you can shoot at him to make him get up quicker.&lt;br /&gt;
&lt;br /&gt;
[https://youtu.be/XBOi2jCYcFo Video tutorial]&lt;br /&gt;
&lt;br /&gt;
=== 100% ===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;[[Rayman 3]]&#039;&#039;==&lt;br /&gt;
===Glitch Concepts===&lt;br /&gt;
Certain glitches require Rayman to either be in a certain place, or have Rayman in a certain state. Below are the definitions of these concepts.&lt;br /&gt;
====Fixed/Free Camera====&lt;br /&gt;
One important concept is having a fixed or free camera. Normally when playing though the game, the player has complete control over the camera and can move it around the player at will. This is known as a &#039;&#039;&#039;Free Camera&#039;&#039;&#039;. In some areas, upon entry, the camera may automatically attempt to fix itself in a certain location or zoom out. If the player were to attempt to move the camera in one of these locations, they would find that it moves much slower than normal for a few seconds, before it breaks free and returns to its normal location just behind Rayman. This type of camera is known as a &#039;&#039;&#039;Fixed Camera&#039;&#039;&#039;. When the camera is fixed, Rayman is said to be in a &#039;&#039;&#039;Fixed Camera Location&#039;&#039;&#039;. The act of moving the camera in one of these locations so that it breaks free is known as &#039;&#039;&#039;freeing the camera&#039;&#039;&#039;. Usually, when returning to a fixed camera location after freeing the camera, the camera returns to its fixed state, however, this is not always the case. Certain glitches require Rayman to have a fixed camera, while others may be limited in effectiveness because of it.&lt;br /&gt;
&lt;br /&gt;
====Ledge Grabbing====&lt;br /&gt;
When Rayman collides with the edge of a platform, he is put into a position where he is hanging from the side of the platform, which is known as &#039;&#039;&#039;Ledge Grabbing&#039;&#039;&#039;. If this happens, Rayman&#039;s state changes throughout the rest of the current level, making certain glitches impossible to perform, while making others much easier. Entering certain Free Camera Locations (see above) can reset this state, causing Rayman to act as if he has not grabbed a ledge.&lt;br /&gt;
&lt;br /&gt;
====Look Mode Activation====&lt;br /&gt;
Certain glitches in the game require that look mode is activated at least once in the level before they can be executed. Entering certain locations can cause the game to act as if look mode has not yet been activated, requiring the player to activate it again.&lt;br /&gt;
&lt;br /&gt;
===Important Glitches===&lt;br /&gt;
====Superjump (SJ)====&lt;br /&gt;
&#039;&#039;This glitch has limited effectiveness on the PS2 version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch has limited effectiveness in Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A superjump allows Rayman to reach extremely high places, often bypassing large areas. It is performed by tapping or holding the look mode button while falling off certain ledges. This is easiest to do by entering strafe mode, then walking off a ledge and pressing the look mode button. Certain ledges give larger and more reliable superjumps than other ledges, while some ledges have no affect at all, or can even accelerate Rayman downwards at high speeds. &lt;br /&gt;
(Discovered by PewableShift)&lt;br /&gt;
&lt;br /&gt;
====Midair Superjump (MSJ)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed in Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch required Look Mode to have been activated at least once before it is used&#039;&#039;&lt;br /&gt;
A midair superjump allows Rayman to perform a small superjump in midair rather than on a ledge. It is performed by jumping, then holding the look mode button while tapping the jump button to helicopter for a brief period. If done correctly, the game should enter look mode for a small period, causing a superjump. If the player performs this while holding the analog stick against a wall, they may gain some height.&lt;br /&gt;
(Discovered by GamePro011)&lt;br /&gt;
&lt;br /&gt;
====Extended Superjump (ESJ)====&lt;br /&gt;
&#039;&#039;This glitch has limited effectiveness on the PS2 version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An extended superjump allows the player to increase the height they get when performing a superjump by extending the amount of time that Rayman is in look mode. To perform an extended superjump, follow the instructions to perform a normal superjump, but instead of only pressing the look mode button once, quickly and repeatedly tap it for the duration of the ESJ.&lt;br /&gt;
(Discovered by KirbyComment)&lt;br /&gt;
&lt;br /&gt;
====Camera Buffered Superjump (CBSJ)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed on the GameCube version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A camera buffered superjump allows Rayman to gain height on certain ledges that a normal superjump does not work on. It is performed by entering snapshot mode as Rayman falls off certain ledges, then holding the look mode button and exiting snapshot mode. This is easiest to do by entering strafe mode, then walking off a ledge and performing the glitch as described. A variant of this glitch, known as the Camera Superjump (CSJ) can be performed the same way but without holding look mode. This has a similar effect but is less reliable and effective, meaning that it is not used.&lt;br /&gt;
(Discovered by Alekzoz)&lt;br /&gt;
&lt;br /&gt;
====Extended Camera Buffered Superjump (ECBSJ)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed on the GameCube version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch is more consistent if Rayman has grabbed a ledge&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An extended camera buffered superjump is a combination of the extended superjump and the camera buffered superjump. It allows Rayman to increase the height they get when performing a camera buffered superjump by extending the amount of time that Rayman is in look mode. To perform an extended camera buffered superjump, follow the instructions to perform a normal camera buffered superjump, but after exiting snapshot mode, quickly and repeatedly tap the look mode button instead of holding it or letting it go.&lt;br /&gt;
(Discovered by KirbyComment)&lt;br /&gt;
&lt;br /&gt;
====Camera Buffered Midair Superjump (CBMSJ)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed on the GameCube version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch can only be performed in Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch can not be performed if Rayman has grabbed a ledge&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A camera buffered midair superjump is a combination of the midair superjump and the camera buffered superjump. In areas where it can be used, it vastly increases the height Rayman would get from a normal midair superjump. To perform it, Rayman must jump against a wall, and with the analog stick tilted in the direction of the wall, the player must enter snapshot mode, hold the look mode button, then exit snapshot mode.&lt;br /&gt;
(Discovered by Alekzoz?)&lt;br /&gt;
&lt;br /&gt;
====Rolling Superjump (RSJ)====&lt;br /&gt;
A rolling superjump can move Rayman upwards to varying heights. To perform a rolling superjump, the player must roll forwards in certain areas (often hitting a ledge at the end of the roll).&lt;br /&gt;
(Discovered by some scorers)&lt;br /&gt;
&lt;br /&gt;
====Glidewalk (GW)====&lt;br /&gt;
&#039;&#039;This glitch can not be performed on the PC version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A glidewalk causes Rayman to move around in midair while slowly falling, as if he were using his helicopter, but in the standing position. To perform a glidewalk, the player must perform a superjump or extended superjump, then immediately hold the jump button after releasing the look mode button. If Rayman touches certain walls or slopes in a glidewalk, he can be pushed upwards. Releasing the joystick while touching a wall can cause Rayman to clip through, allowing him to bypass certain areas.&lt;br /&gt;
(Discovered by Got4n)&lt;br /&gt;
&lt;br /&gt;
====Midair Glidewalk (MGW)====&lt;br /&gt;
&#039;&#039;This glitch can not be performed on the PC version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch can only be performed in Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A midair glidewalk acts in the same way as a glidewalk. It is performed by jumping, holding the look mode button, then tapping the jump button twice in quick succession. As this glitch is frame perfect, it isn&#039;t commonly used, and is usually replaced with a Buffered Midair Glidewalk.&lt;br /&gt;
(Discovered by Gamepro011)&lt;br /&gt;
&lt;br /&gt;
====Buffered Midair Glidewalk (BMGW, often refered to as just MGW)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed in certain Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch can not be performed if Rayman has grabbed a ledge&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A buffered midair glidewalk acts the same as a glidewalk and midair glidewalk, but it is easier to perform and works on the PC version. It is performed by jumping, activating the helicopter, entering snapshot mode while the helicopter is active, releasing the jump button, holding the look mode button, exiting snapshot mode then immediately pressing and holding the jump button. In a few locations, this can be performed by simply holding the look mode button while in midair, then pressing the jump button.&lt;br /&gt;
(Discovered by Gamepro011)&lt;br /&gt;
&lt;br /&gt;
====Moonglide (MG)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed in certain Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch can not be performed if Rayman has grabbed a ledge&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A moonglide is similar to a glidewalk but instead of falling downwards, Rayman moves upwards for a brief period. A moonglide is performed by jumping, entering snapshot mode, holding look mode, then exiting snapshot mode. Depending on at what point in the jump the glitch was activated, you will glide upwards by varying amounts. In a few locations, this can be performed by simply holding the look mode button while in midair.&lt;br /&gt;
(Discovered by LightWeightRunner)&lt;br /&gt;
&lt;br /&gt;
====Moonbounce (MB)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed in Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A moonbounce is similar to moonglide, but is activated using a bouncy object such as a balloon and will gain more height. If Rayman performs a superjump or midair superjump as he touches the bouncy object, he will accelerate upwards. In locations where a moonglide can be performed and a bouncy object exists, this can be performed by performing a moonglide just after bouncing.&lt;br /&gt;
(Discovered by LightWeightRunner)&lt;br /&gt;
&lt;br /&gt;
====Playable Camera Mode (PCM)====&lt;br /&gt;
Playable camera mode allows the player to move Rayman while he is in snapshot mode. The primary use for this is infinite flight, as it causes combat fatigues to never expire. There are two parts of the snapshot mode menu, the question screen, and the Yes/No screen. While in the question screen, Rayman&#039;s movement (on some platforms) and the camera may act strange. Because of this, most people tend to stay in the Yes/No screen. It is important that while in the Yes/No screen, the A button is not pressed while &amp;quot;Yes&amp;quot; is highlighted, as it cancels the glitch. Because PCM disables look mode, any glitches requiring it will not be possible.&lt;br /&gt;
&lt;br /&gt;
There are three different ways to perform this glitch. Start of level PCM is performed by enabling snapshot mode just as a level starts. The difficulty of performing this varies by level and by platform, however. Cage PCM can be performed wherever there is a cage, by enabling snapshot mode as the cage is destroyed. This can only be performed if the cage has not yet been destroyed on the save file, however. Knaaren PCM is the easiest, and is performed by getting hit enough times by a Knaaren to trigger the teensie cutscene, pausing, unpausing, then enabling snapshot mode and waiting for the teensie cutscene to end.&lt;br /&gt;
&lt;br /&gt;
====Infinite Powerup Glitch (IPG)====&lt;br /&gt;
&#039;&#039;One variant of this glitch can not be performed on the PC version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Infinite Powerup Glitch is a glitch that causes cutscene bars to appear during gameplay, causing the player to be unable to pause or enter snapshot mode, and for any combat fatigues to never expire. It occurs when a cutscene is interrupted in a way that the game does not expect, for example, by jumping from a free to a fixed camera location as the cutscene starts. The only variant of this glitch used in a speedrun is in the second part of the Tower of the Leptys. After defeating the two Lavomatrixes at the start of the level, a fanfare should play. Jumping onto the nearby stairs as the fanfare finishes and the cutscene starts causes the camera to switch from a free camera to a fixed camera during the cutscene, interrupting it and causing IPG. For unknown reasons, this variant does not work on the PC version.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[http://www.raymanpc.com/forum/viewtopic.php?f=13&amp;amp;t=4986 &#039;&#039;Rayman 3&#039;&#039; score topic at Pirate-Community]&lt;br /&gt;
*[http://www.raymanpc.com/forum/viewtopic.php?f=13&amp;amp;t=1031 &#039;&#039;Rayman 1&#039;&#039; topic at Pirate-Community]&lt;br /&gt;
&lt;br /&gt;
[[Category:Other]]&lt;/div&gt;</summary>
		<author><name>Technology4617</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=Category:Speedrunning&amp;diff=50704</id>
		<title>Category:Speedrunning</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=Category:Speedrunning&amp;diff=50704"/>
		<updated>2016-07-05T08:18:24Z</updated>

		<summary type="html">&lt;p&gt;Technology4617: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rewrite-expand}}&lt;br /&gt;
&lt;br /&gt;
For those wishing to speedrun or TAS games in the [[Rayman (series)|&#039;&#039;Rayman&#039;&#039; franchise]], this page features a collection of the known tricks and glitches in each game, as well as tips to help speedrunners get through the game faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;[[Rayman 1|Rayman]]&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
===General Tips===&lt;br /&gt;
&lt;br /&gt;
* The American PlayStation release is the standard for speedrunning, and is the most well-documented.&lt;br /&gt;
&lt;br /&gt;
* If the player holds down a given button, Rayman will perform the corresponding action as soon as possible. For instance, if the player does not have the helicopter ability, holding down X will cause them to jump the first frame they touch a vine.&lt;br /&gt;
&lt;br /&gt;
* Jump-punching is twice as powerful as a regular punch.&lt;br /&gt;
&lt;br /&gt;
* Getting a bigger tether off of a Ring allows the player to move farther and higher than would otherwise be possible.&lt;br /&gt;
&lt;br /&gt;
* The direction of knockback damage off of most non-moving objects is typically the opposite of the direction the player was facing when they were hit. This applies to some moving objects as well.&lt;br /&gt;
&lt;br /&gt;
* Avoid side-paths if you are required to backtrack a level, and only start backtracking once you get the running ability.&lt;br /&gt;
&lt;br /&gt;
* Jumping quickly to the left and right on vines allows the player to get up them more quickly than simply climbing up them.&lt;br /&gt;
&lt;br /&gt;
* Players can death abuse to checkpoints to avoid backtracking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Important Glitches ===&lt;br /&gt;
&lt;br /&gt;
====Froot Loop Boosting====&lt;br /&gt;
Rayman has a massive amount of speed while swinging on a Ring, but this is automatically reduced to walking, running, or no speed as soon as he jumps off, depending on whether the player holds left, right, or nothing on the D-Pad.&lt;br /&gt;
&lt;br /&gt;
However, the team forgot to program in a given amount of movement when holding up or down, allowing the player to effectively keep any the velocity the game &amp;quot;thinks&amp;quot; they have at any given time. This was never patched in any of the game&#039;s subsequent releases despite the obvious nature of the programming error.&lt;br /&gt;
&lt;br /&gt;
Some enemies will also give Rayman similarly immense speed, which can be maintained via this same trick.&lt;br /&gt;
&lt;br /&gt;
====Speed Storage====&lt;br /&gt;
A relatively new discovery found during the making of the PlayStation TAS. In a similar fashion to Rings, speeds above walking are stored in the game&#039;s memory until they are reset. As such, if the player refrains from gaining speed before jumping off the side of an event (such as moving platforms and plums). One particularly noteworthy example of this is &amp;quot;Plum Skip Skip,&amp;quot; which uses the momentum gained in Mr. Sax&#039;s Hullabaloo to get over to a vine in Moskito&#039;s Nest that would otherwise not be possible to reach, saving nearly a minute of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[https://www.youtube.com/playlist?list=PL7MU56BZ114jus4GG3oat0iH6Iq93ayRO Video Tutorial]===&lt;br /&gt;
An in-depth video tutorial done by a speedrunner by the name of Shoteru. Despite being made towards the start of 2015, it is still mostly current, with a few major exceptions. &lt;br /&gt;
==&#039;&#039;[[Rayman 2]]&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;[[Rayman Revolution]]&#039;&#039;==&lt;br /&gt;
For &#039;&#039;[[Rayman Revolution]]&#039;&#039; the NTSC-J version is the best as its cutscenes are shorter due to there being less text to display. However, the tricks listed below are valid for all versions.&lt;br /&gt;
&lt;br /&gt;
=== Any % ===&lt;br /&gt;
&lt;br /&gt;
==== General ====&lt;br /&gt;
Note that most of the general tricks from &#039;&#039;[[Rayman 2]]&#039;&#039; also work in &#039;&#039;[[Rayman Revolution]]&#039;&#039; as well. These are however, tricks that are exclusive to &#039;&#039;[[Rayman Revolution]]&#039;&#039;.&lt;br /&gt;
*By moving Rayman sideways in any direction, while moving the camera so that Rayman is moving to the side, his movement speed can be doubled.&lt;br /&gt;
*By having Rayman shoot, right before landing in a body of water, the player can have the animation skipped.&lt;br /&gt;
*By jumping diagonally in a wall jump, the player can save a few seconds.&lt;br /&gt;
&lt;br /&gt;
==== [[The Woods of Light]] ====&lt;br /&gt;
For the jail-escape part it&#039;s a lot faster jumping while sliding down. Once the next part is entered, there is a way to skip the [[Murfy]] dialogue after the first cage has been broken. To do so, the player must land on the rocks behind the cage, once it has been hit twice, and then quickly jump up again. The next trick will allow the player to skip the cutscene with the [[baby Globox]]es. To do so, the player must land their jump on the far left side of the ledge where they are. By doing this the cutscene trigger will be skipped, and the player can move on by jumping into the tunnel. Once the wall-jump area is reached, it is once again faster to jump diagonally.&lt;br /&gt;
&lt;br /&gt;
==== [[The Minisaurus Plain]] ====&lt;br /&gt;
For [[the Minisaurus Plain]] you&#039;re going to want to perform a air-swimming bug. You do this by glitching through the walls in the water during the tutorial (watch the video linked below for a better understanding of where to perform the glitch). What you want to do next is to swim into the entrance to [[the Bayou]].&lt;br /&gt;
&lt;br /&gt;
Once you get the question on if you want to save or not, press yes and then choose no on everything else. What this will do is to reload the intro-cutscene to that level. Though, as you entered it before it now thinks you&#039;ve already seen the first [[Razorbeard]] cutscene and now takes you to the next one which is right before [[the Precipice]]. Once you&#039;ve watched the cutscene it will now load the level connected with the cutscene which in this case is [[the Precipice]]. You&#039;re however going to want to leave the level immediately by jumping onto the balloon.&lt;br /&gt;
&lt;br /&gt;
==== [[Rainbow Creek]] ====&lt;br /&gt;
Before entering [[Rainbow Creek]] you&#039;re going to want to activate a special bug-mode which allows you to play while at the save-screen. To do this you&#039;re going to first say yes to saving, press no at the next screen, press cross at he next screen while holding select and then pressing start. Once you enter [[Rainbow Creek]] you&#039;re going to head towards the [[Teensie]]s. However, make sure you don&#039;t exit the save-screen by pressing cross at any time. This gets tricky when you get to the ledge where [[Rayman]] is going to be hanging. It is possible to get up from there, though not that easy as you need to press the right button depending on the angle. An easier way to perform this is to activate this bug-state through another loading-screen in the area.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve made it to the second set of sign where you&#039;ll usually find the [[flying shell]] leading to [[the Crow&#039;s Nest]] you&#039;re going to walk to the edge and stand in a position so that you see the [[Teensie]] [[stone circle]] to the left and a cliff to the right. Once there you&#039;re going to save the game and once the game is saved you&#039;re going to start very high up in the air. If you&#039;ve done this correctly you should be falling into the trigger on your way down which will take you to [[the Crow&#039;s Nest]].&lt;br /&gt;
&lt;br /&gt;
==== [[The Crow&#039;s Nest]] ====&lt;br /&gt;
During the first part of the boss you should stay near the edge to prevent [[Razorbeard]] to jump towards you. Once in the second phase it is a lot faster to defeat him by getting the unlimited-ammo by flying into the small circle at the top while holding down the jump and shoot button (cross and square). While he is taking damage in the lava you can shoot at him to make him get up quicker.&lt;br /&gt;
&lt;br /&gt;
[https://youtu.be/XBOi2jCYcFo Video tutorial]&lt;br /&gt;
&lt;br /&gt;
=== 100% ===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;[[Rayman 3]]&#039;&#039;==&lt;br /&gt;
===Glitch Concepts===&lt;br /&gt;
Certain glitches require Rayman to either be in a certain place, or have Rayman in a certain state. Below are the definitions of these concepts.&lt;br /&gt;
====Fixed/Free Camera====&lt;br /&gt;
One important concept is having a fixed or free camera. Normally when playing though the game, the player has complete control over the camera and can move it around the player at will. This is known as a &#039;&#039;&#039;Free Camera&#039;&#039;&#039;. In some areas, upon entry, the camera may automatically attempt to fix itself in a certain location or zoom out. If the player were to attempt to move the camera in one of these locations, they would find that it moves much slower than normal for a few seconds, before it breaks free and returns to its normal location just behind Rayman. This type of camera is known as a &#039;&#039;&#039;Fixed Camera&#039;&#039;&#039;. When the camera is fixed, Rayman is said to be in a &#039;&#039;&#039;Fixed Camera Location&#039;&#039;&#039;. The act of moving the camera in one of these locations so that it breaks free is known as &#039;&#039;&#039;freeing the camera&#039;&#039;&#039;. Usually, when returning to a fixed camera location after freeing the camera, the camera returns to its fixed state, however, this is not always the case. Certain glitches require Rayman to have a fixed camera, while others may be limited in effectiveness because of it.&lt;br /&gt;
&lt;br /&gt;
====Ledge Grabbing====&lt;br /&gt;
When Rayman collides with the edge of a platform, he is put into a position where he is hanging from the side of the platform, which is known as &#039;&#039;&#039;Ledge Grabbing&#039;&#039;&#039;. If this happens, Rayman&#039;s state changes throughout the rest of the current level, making certain glitches impossible to perform, while making others much easier. Entering certain Free Camera Locations (see above) can reset this state, causing Rayman to act as if he has not grabbed a ledge.&lt;br /&gt;
&lt;br /&gt;
====Look Mode Activation====&lt;br /&gt;
Certain glitches in the game require that look mode is activated at least once in the level before they can be executed. Entering certain locations can cause the game to act as if look mode has not yet been activated, requiring the player to activate it again.&lt;br /&gt;
&lt;br /&gt;
===Important Glitches===&lt;br /&gt;
====Superjump (SJ)====&lt;br /&gt;
&#039;&#039;This glitch has limited effectiveness on the PS2 version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch has limited effectiveness in Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A superjump allows Rayman to reach extremely high places, often bypassing large areas. It is performed by tapping or holding the look mode button while falling off certain ledges. This is easiest to do by entering strafe mode, then walking off a ledge and pressing the look mode button. Certain ledges give larger and more reliable superjumps than other ledges, while some ledges have no affect at all, or can even accelerate Rayman downwards at high speeds. &lt;br /&gt;
(Discovered by PewableShift)&lt;br /&gt;
&lt;br /&gt;
====Midair Superjump (MSJ)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed in Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch required Look Mode to have been activated at least once before it is used&#039;&#039;&lt;br /&gt;
A midair superjump allows Rayman to perform a small superjump in midair rather than on a ledge. It is performed by jumping, then holding the look mode button while tapping the jump button to helicopter for a brief period. If done correctly, the game should enter look mode for a small period, causing a superjump. If the player performs this while holding the analog stick against a wall, they may gain some height.&lt;br /&gt;
(Discovered by GamePro011)&lt;br /&gt;
&lt;br /&gt;
====Extended Superjump (ESJ)====&lt;br /&gt;
&#039;&#039;This glitch has limited effectiveness on the PS2 version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An extended superjump allows the player to increase the height they get when performing a superjump by extending the amount of time that Rayman is in look mode. To perform an extended superjump, follow the instructions to perform a normal superjump, but instead of only pressing the look mode button once, quickly and repeatedly tap it for the duration of the ESJ.&lt;br /&gt;
(Discovered by KirbyComment)&lt;br /&gt;
&lt;br /&gt;
====Camera Buffered Superjump (CBSJ)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed on the GameCube version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A camera buffered superjump allows Rayman to gain height on certain ledges that a normal superjump does not work on. It is performed by entering snapshot mode as Rayman falls off certain ledges, then holding the look mode button and exiting snapshot mode. This is easiest to do by entering strafe mode, then walking off a ledge and performing the glitch as described. A variant of this glitch, known as the Camera Superjump (CSJ) can be performed the same way but without holding look mode. This has a similar effect but is less reliable and effective, meaning that it is not used.&lt;br /&gt;
(Discovered by Alekzoz)&lt;br /&gt;
&lt;br /&gt;
====Extended Camera Buffered Superjump (ECBSJ)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed on the GameCube version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch is more consistent if Rayman has grabbed a ledge&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An extended camera buffered superjump is a combination of the extended superjump and the camera buffered superjump. It allows Rayman to increase the height they get when performing a camera buffered superjump by extending the amount of time that Rayman is in look mode. To perform an extended camera buffered superjump, follow the instructions to perform a normal camera buffered superjump, but after exiting snapshot mode, quickly and repeatedly tap the look mode button instead of holding it or letting it go.&lt;br /&gt;
(Discovered by KirbyComment)&lt;br /&gt;
&lt;br /&gt;
====Camera Buffered Midair Superjump (CBMSJ)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed on the GameCube version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch can only be performed in Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch can not be performed if Rayman has grabbed a ledge&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A camera buffered midair superjump is a combination of the midair superjump and the camera buffered superjump. In areas where it can be used, it vastly increases the height Rayman would get from a normal midair superjump. To perform it, Rayman must jump against a wall, and with the analog stick tilted in the direction of the wall, the player must enter snapshot mode, hold the look mode button, then exit snapshot mode.&lt;br /&gt;
(Discovered by Alekzoz?)&lt;br /&gt;
&lt;br /&gt;
====Rolling Superjump (RSJ)====&lt;br /&gt;
A rolling superjump can move Rayman upwards to varying heights. To perform a rolling superjump, the player must roll forwards in certain areas (often hitting a ledge at the end of the roll).&lt;br /&gt;
(Discovered by some scorers)&lt;br /&gt;
&lt;br /&gt;
====Glidewalk (GW)====&lt;br /&gt;
&#039;&#039;This glitch can not be performed on the PC version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A glidewalk causes Rayman to move around in midair while slowly falling, as if he were using his helicopter, but in the standing position. To perform a glidewalk, the player must perform a superjump or extended superjump, then immediately hold the jump button after releasing the look mode button. If Rayman touches certain walls or slopes in a glidewalk, he can be pushed upwards. Releasing the joystick while touching a wall can cause Rayman to clip through, allowing him to bypass certain areas.&lt;br /&gt;
(Discovered by Got4n)&lt;br /&gt;
&lt;br /&gt;
====Midair Glidewalk (MGW)====&lt;br /&gt;
&#039;&#039;This glitch can not be performed on the PC version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch can only be performed in Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A midair glidewalk acts in the same way as a glidewalk. It is performed by jumping, holding the look mode button, then tapping the jump button twice in quick succession. As this glitch is frame perfect, it isn&#039;t commonly used, and is usually replaced with a Buffered Midair Glidewalk.&lt;br /&gt;
(Discovered by Gamepro011)&lt;br /&gt;
&lt;br /&gt;
====Buffered Midair Glidewalk (BMGW, often refered to as just MGW)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed in certain Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch can not be performed if Rayman has grabbed a ledge&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A buffered midair glidewalk acts the same as a glidewalk and midair glidewalk, but it is easier to perform and works on the PC version. It is performed by jumping, activating the helicopter, entering snapshot mode while the helicopter is active, releasing the jump button, holding the look mode button, exiting snapshot mode then immediately pressing and holding the jump button. In a few locations, this can be performed by simply holding the look mode button while in midair, then pressing the jump button.&lt;br /&gt;
(Discovered by Gamepro011)&lt;br /&gt;
&lt;br /&gt;
====Moonglide (MG)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed in certain Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch can not be performed if Rayman has grabbed a ledge&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A moonglide is similar to a glidewalk but instead of falling downwards, Rayman moves upwards for a brief period. A moonglide is performed by jumping, entering snapshot mode, holding look mode, then exiting snapshot mode. Depending on at what point in the jump the glitch was activated, you will glide upwards by varying amounts. In a few locations, this can be performed by simply holding the look mode button while in midair.&lt;br /&gt;
(Discovered by LightWeightRunner)&lt;br /&gt;
&lt;br /&gt;
====Moonbounce (MB)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed in Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A moonbounce is similar to moonglide, but is activated using a bouncy object such as a balloon and will gain more height. If Rayman performs a superjump or midair superjump as he touches the bouncy object, he will accelerate upwards. In locations where a moonglide can be performed and a bouncy object exists, this can be performed by performing a moonglide just after bouncing.&lt;br /&gt;
(Discovered by LightWeightRunner)&lt;br /&gt;
&lt;br /&gt;
====Playable Camera Mode (PCM)====&lt;br /&gt;
Playable camera mode allows the player to move Rayman while he is in snapshot mode. The primary use for this is infinite flight, as it causes combat fatigues to never expire. There are two parts of the snapshot mode menu, the question screen, and the Yes/No screen. While in the question screen, Rayman&#039;s movement (on some platforms) and the camera may act strange. Because of this, most people tend to stay in the Yes/No screen. It is important that while in the Yes/No screen, the A button is not pressed while &amp;quot;Yes&amp;quot; is highlighted, as it cancels the glitch. Because PCM disables look mode, any glitches requiring it will not be possible.&lt;br /&gt;
&lt;br /&gt;
There are three different ways to perform this glitch. Start of level PCM is performed by enabling snapshot mode just as a level starts. The difficulty of performing this varies by level and by platform, however. Cage PCM can be performed wherever there is a cage, by enabling snapshot mode as the cage is destroyed. This can only be performed if the cage has not yet been destroyed on the save file, however. Knaaren PCM is the easiest, and is performed by getting hit enough times by a Knaaren to trigger the teensie cutscene, pausing, unpausing, then enabling snapshot mode and waiting for the teensie cutscene to end.&lt;br /&gt;
&lt;br /&gt;
====Infinite Powerup Glitch (IPG)====&lt;br /&gt;
&#039;&#039;One variant of this glitch can not be performed on the PC version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Infinite Powerup Glitch is a glitch that causes cutscene bars to appear during gameplay, causing the player to be unable to pause or enter snapshot mode, and for any combat fatigues to never expire. It occurs when a cutscene is interrupted in a way that the game does not expect, for example, by jumping from a free to a fixed camera location as the cutscene starts. The only variant of this glitch used in a speedrun is in the second part of the Tower of the Leptys. After defeating the two Lavomatrixes at the start of the level, a fanfare should play. Jumping onto the nearby stairs as the fanfare finishes and the cutscene starts causes the camera to switch from a free camera to a fixed camera during the cutscene, interrupting it and causing IPG. For unknown reasons, this variant does not work on the PC version.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[http://www.raymanpc.com/forum/viewtopic.php?f=13&amp;amp;t=4986 &#039;&#039;Rayman 3&#039;&#039; score topic at Pirate-Community]&lt;br /&gt;
*[http://www.raymanpc.com/forum/viewtopic.php?f=13&amp;amp;t=1031 &#039;&#039;Rayman 1&#039;&#039; topic at Pirate-Community]&lt;br /&gt;
&lt;br /&gt;
[[Category:Other]]&lt;/div&gt;</summary>
		<author><name>Technology4617</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=Category:Speedrunning&amp;diff=50703</id>
		<title>Category:Speedrunning</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=Category:Speedrunning&amp;diff=50703"/>
		<updated>2016-07-05T08:17:30Z</updated>

		<summary type="html">&lt;p&gt;Technology4617: I rewrote the Rayman 1 section, as the information I added to the article in 2014 was very outdated, and subsequent additions seemed to be disjointed and inadequately written. This should read a lot cleaner, even if it&amp;#039;s still a bit rough around the edges&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rewrite-expand}}&lt;br /&gt;
&lt;br /&gt;
For those wishing to speedrun or TAS games in the [[Rayman (series)|&#039;&#039;Rayman&#039;&#039; franchise]], this page features a collection of the known tricks and glitches in each game, as well as tips to help speedrunners get through the game faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;[[Rayman 1|Rayman]]&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
===General Tips===&lt;br /&gt;
&lt;br /&gt;
* The American PlayStation release is the standard for speedrunning, and is the most well-documented.&lt;br /&gt;
&lt;br /&gt;
* If the player holds down a given button, Rayman will perform the corresponding action as soon as possible. For instance, if the player does not have the helicopter ability, holding down X will cause them to jump the first frame they touch a vine.&lt;br /&gt;
&lt;br /&gt;
* Jump-punching is twice as powerful as a regular punch.&lt;br /&gt;
&lt;br /&gt;
* Getting a bigger tether off of a Ring allows the player to move farther and higher than would otherwise be possible.&lt;br /&gt;
&lt;br /&gt;
* The direction of knockback damage off of most non-moving objects is typically the opposite of the direction the player was facing when they were hit. This applies to some moving objects as well.&lt;br /&gt;
&lt;br /&gt;
* Avoid side-paths if you are required to backtrack a level, and only start backtracking once you get the running ability.&lt;br /&gt;
&lt;br /&gt;
* Jumping quickly to the left and right on vines allows the player to get up them more quickly than simply climbing up them.&lt;br /&gt;
&lt;br /&gt;
* Players can death abuse to checkpoints to avoid backtracking.&lt;br /&gt;
&lt;br /&gt;
=== Important Glitches ===&lt;br /&gt;
&lt;br /&gt;
====Froot Loop Boosting====&lt;br /&gt;
Rayman has a massive amount of speed while swinging on a Ring, but this is automatically reduced to walking, running, or no speed as soon as he jumps off, depending on whether the player holds left, right, or nothing on the D-Pad.&lt;br /&gt;
&lt;br /&gt;
However, the team forgot to program in a given amount of movement when holding up or down, allowing the player to effectively keep any the velocity the game &amp;quot;thinks&amp;quot; they have at any given time. This was never patched in any of the game&#039;s subsequent releases despite the obvious nature of the programming error.&lt;br /&gt;
&lt;br /&gt;
Some enemies will also give Rayman similarly immense speed, which can be maintained via this same trick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Speed Storage====&lt;br /&gt;
A relatively new discovery found during the making of the PlayStation TAS. In a similar fashion to Rings, speeds above walking are stored in the game&#039;s memory until they are reset. As such, if the player refrains from gaining speed before jumping off the side of an event (such as moving platforms and plums). One particularly noteworthy example of this is &amp;quot;Plum Skip Skip,&amp;quot; which uses the momentum gained in Mr. Sax&#039;s Hullabaloo to get over to a vine in Moskito&#039;s Nest that would otherwise not be possible to reach, saving nearly a minute of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====[https://www.youtube.com/playlist?list=PL7MU56BZ114jus4GG3oat0iH6Iq93ayRO Video Tutorial]====&lt;br /&gt;
An in-depth video tutorial done by a speedrunner by the name of Shoteru. Despite being made towards the start of 2015, it is still mostly current, with a few major exceptions. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;[[Rayman 2]]&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;[[Rayman Revolution]]&#039;&#039;==&lt;br /&gt;
For &#039;&#039;[[Rayman Revolution]]&#039;&#039; the NTSC-J version is the best as its cutscenes are shorter due to there being less text to display. However, the tricks listed below are valid for all versions.&lt;br /&gt;
&lt;br /&gt;
=== Any % ===&lt;br /&gt;
&lt;br /&gt;
==== General ====&lt;br /&gt;
Note that most of the general tricks from &#039;&#039;[[Rayman 2]]&#039;&#039; also work in &#039;&#039;[[Rayman Revolution]]&#039;&#039; as well. These are however, tricks that are exclusive to &#039;&#039;[[Rayman Revolution]]&#039;&#039;.&lt;br /&gt;
*By moving Rayman sideways in any direction, while moving the camera so that Rayman is moving to the side, his movement speed can be doubled.&lt;br /&gt;
*By having Rayman shoot, right before landing in a body of water, the player can have the animation skipped.&lt;br /&gt;
*By jumping diagonally in a wall jump, the player can save a few seconds.&lt;br /&gt;
&lt;br /&gt;
==== [[The Woods of Light]] ====&lt;br /&gt;
For the jail-escape part it&#039;s a lot faster jumping while sliding down. Once the next part is entered, there is a way to skip the [[Murfy]] dialogue after the first cage has been broken. To do so, the player must land on the rocks behind the cage, once it has been hit twice, and then quickly jump up again. The next trick will allow the player to skip the cutscene with the [[baby Globox]]es. To do so, the player must land their jump on the far left side of the ledge where they are. By doing this the cutscene trigger will be skipped, and the player can move on by jumping into the tunnel. Once the wall-jump area is reached, it is once again faster to jump diagonally.&lt;br /&gt;
&lt;br /&gt;
==== [[The Minisaurus Plain]] ====&lt;br /&gt;
For [[the Minisaurus Plain]] you&#039;re going to want to perform a air-swimming bug. You do this by glitching through the walls in the water during the tutorial (watch the video linked below for a better understanding of where to perform the glitch). What you want to do next is to swim into the entrance to [[the Bayou]].&lt;br /&gt;
&lt;br /&gt;
Once you get the question on if you want to save or not, press yes and then choose no on everything else. What this will do is to reload the intro-cutscene to that level. Though, as you entered it before it now thinks you&#039;ve already seen the first [[Razorbeard]] cutscene and now takes you to the next one which is right before [[the Precipice]]. Once you&#039;ve watched the cutscene it will now load the level connected with the cutscene which in this case is [[the Precipice]]. You&#039;re however going to want to leave the level immediately by jumping onto the balloon.&lt;br /&gt;
&lt;br /&gt;
==== [[Rainbow Creek]] ====&lt;br /&gt;
Before entering [[Rainbow Creek]] you&#039;re going to want to activate a special bug-mode which allows you to play while at the save-screen. To do this you&#039;re going to first say yes to saving, press no at the next screen, press cross at he next screen while holding select and then pressing start. Once you enter [[Rainbow Creek]] you&#039;re going to head towards the [[Teensie]]s. However, make sure you don&#039;t exit the save-screen by pressing cross at any time. This gets tricky when you get to the ledge where [[Rayman]] is going to be hanging. It is possible to get up from there, though not that easy as you need to press the right button depending on the angle. An easier way to perform this is to activate this bug-state through another loading-screen in the area.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve made it to the second set of sign where you&#039;ll usually find the [[flying shell]] leading to [[the Crow&#039;s Nest]] you&#039;re going to walk to the edge and stand in a position so that you see the [[Teensie]] [[stone circle]] to the left and a cliff to the right. Once there you&#039;re going to save the game and once the game is saved you&#039;re going to start very high up in the air. If you&#039;ve done this correctly you should be falling into the trigger on your way down which will take you to [[the Crow&#039;s Nest]].&lt;br /&gt;
&lt;br /&gt;
==== [[The Crow&#039;s Nest]] ====&lt;br /&gt;
During the first part of the boss you should stay near the edge to prevent [[Razorbeard]] to jump towards you. Once in the second phase it is a lot faster to defeat him by getting the unlimited-ammo by flying into the small circle at the top while holding down the jump and shoot button (cross and square). While he is taking damage in the lava you can shoot at him to make him get up quicker.&lt;br /&gt;
&lt;br /&gt;
[https://youtu.be/XBOi2jCYcFo Video tutorial]&lt;br /&gt;
&lt;br /&gt;
=== 100% ===&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;[[Rayman 3]]&#039;&#039;==&lt;br /&gt;
===Glitch Concepts===&lt;br /&gt;
Certain glitches require Rayman to either be in a certain place, or have Rayman in a certain state. Below are the definitions of these concepts.&lt;br /&gt;
====Fixed/Free Camera====&lt;br /&gt;
One important concept is having a fixed or free camera. Normally when playing though the game, the player has complete control over the camera and can move it around the player at will. This is known as a &#039;&#039;&#039;Free Camera&#039;&#039;&#039;. In some areas, upon entry, the camera may automatically attempt to fix itself in a certain location or zoom out. If the player were to attempt to move the camera in one of these locations, they would find that it moves much slower than normal for a few seconds, before it breaks free and returns to its normal location just behind Rayman. This type of camera is known as a &#039;&#039;&#039;Fixed Camera&#039;&#039;&#039;. When the camera is fixed, Rayman is said to be in a &#039;&#039;&#039;Fixed Camera Location&#039;&#039;&#039;. The act of moving the camera in one of these locations so that it breaks free is known as &#039;&#039;&#039;freeing the camera&#039;&#039;&#039;. Usually, when returning to a fixed camera location after freeing the camera, the camera returns to its fixed state, however, this is not always the case. Certain glitches require Rayman to have a fixed camera, while others may be limited in effectiveness because of it.&lt;br /&gt;
&lt;br /&gt;
====Ledge Grabbing====&lt;br /&gt;
When Rayman collides with the edge of a platform, he is put into a position where he is hanging from the side of the platform, which is known as &#039;&#039;&#039;Ledge Grabbing&#039;&#039;&#039;. If this happens, Rayman&#039;s state changes throughout the rest of the current level, making certain glitches impossible to perform, while making others much easier. Entering certain Free Camera Locations (see above) can reset this state, causing Rayman to act as if he has not grabbed a ledge.&lt;br /&gt;
&lt;br /&gt;
====Look Mode Activation====&lt;br /&gt;
Certain glitches in the game require that look mode is activated at least once in the level before they can be executed. Entering certain locations can cause the game to act as if look mode has not yet been activated, requiring the player to activate it again.&lt;br /&gt;
&lt;br /&gt;
===Important Glitches===&lt;br /&gt;
====Superjump (SJ)====&lt;br /&gt;
&#039;&#039;This glitch has limited effectiveness on the PS2 version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch has limited effectiveness in Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A superjump allows Rayman to reach extremely high places, often bypassing large areas. It is performed by tapping or holding the look mode button while falling off certain ledges. This is easiest to do by entering strafe mode, then walking off a ledge and pressing the look mode button. Certain ledges give larger and more reliable superjumps than other ledges, while some ledges have no affect at all, or can even accelerate Rayman downwards at high speeds. &lt;br /&gt;
(Discovered by PewableShift)&lt;br /&gt;
&lt;br /&gt;
====Midair Superjump (MSJ)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed in Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch required Look Mode to have been activated at least once before it is used&#039;&#039;&lt;br /&gt;
A midair superjump allows Rayman to perform a small superjump in midair rather than on a ledge. It is performed by jumping, then holding the look mode button while tapping the jump button to helicopter for a brief period. If done correctly, the game should enter look mode for a small period, causing a superjump. If the player performs this while holding the analog stick against a wall, they may gain some height.&lt;br /&gt;
(Discovered by GamePro011)&lt;br /&gt;
&lt;br /&gt;
====Extended Superjump (ESJ)====&lt;br /&gt;
&#039;&#039;This glitch has limited effectiveness on the PS2 version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An extended superjump allows the player to increase the height they get when performing a superjump by extending the amount of time that Rayman is in look mode. To perform an extended superjump, follow the instructions to perform a normal superjump, but instead of only pressing the look mode button once, quickly and repeatedly tap it for the duration of the ESJ.&lt;br /&gt;
(Discovered by KirbyComment)&lt;br /&gt;
&lt;br /&gt;
====Camera Buffered Superjump (CBSJ)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed on the GameCube version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A camera buffered superjump allows Rayman to gain height on certain ledges that a normal superjump does not work on. It is performed by entering snapshot mode as Rayman falls off certain ledges, then holding the look mode button and exiting snapshot mode. This is easiest to do by entering strafe mode, then walking off a ledge and performing the glitch as described. A variant of this glitch, known as the Camera Superjump (CSJ) can be performed the same way but without holding look mode. This has a similar effect but is less reliable and effective, meaning that it is not used.&lt;br /&gt;
(Discovered by Alekzoz)&lt;br /&gt;
&lt;br /&gt;
====Extended Camera Buffered Superjump (ECBSJ)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed on the GameCube version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch is more consistent if Rayman has grabbed a ledge&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An extended camera buffered superjump is a combination of the extended superjump and the camera buffered superjump. It allows Rayman to increase the height they get when performing a camera buffered superjump by extending the amount of time that Rayman is in look mode. To perform an extended camera buffered superjump, follow the instructions to perform a normal camera buffered superjump, but after exiting snapshot mode, quickly and repeatedly tap the look mode button instead of holding it or letting it go.&lt;br /&gt;
(Discovered by KirbyComment)&lt;br /&gt;
&lt;br /&gt;
====Camera Buffered Midair Superjump (CBMSJ)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed on the GameCube version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch can only be performed in Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch can not be performed if Rayman has grabbed a ledge&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A camera buffered midair superjump is a combination of the midair superjump and the camera buffered superjump. In areas where it can be used, it vastly increases the height Rayman would get from a normal midair superjump. To perform it, Rayman must jump against a wall, and with the analog stick tilted in the direction of the wall, the player must enter snapshot mode, hold the look mode button, then exit snapshot mode.&lt;br /&gt;
(Discovered by Alekzoz?)&lt;br /&gt;
&lt;br /&gt;
====Rolling Superjump (RSJ)====&lt;br /&gt;
A rolling superjump can move Rayman upwards to varying heights. To perform a rolling superjump, the player must roll forwards in certain areas (often hitting a ledge at the end of the roll).&lt;br /&gt;
(Discovered by some scorers)&lt;br /&gt;
&lt;br /&gt;
====Glidewalk (GW)====&lt;br /&gt;
&#039;&#039;This glitch can not be performed on the PC version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A glidewalk causes Rayman to move around in midair while slowly falling, as if he were using his helicopter, but in the standing position. To perform a glidewalk, the player must perform a superjump or extended superjump, then immediately hold the jump button after releasing the look mode button. If Rayman touches certain walls or slopes in a glidewalk, he can be pushed upwards. Releasing the joystick while touching a wall can cause Rayman to clip through, allowing him to bypass certain areas.&lt;br /&gt;
(Discovered by Got4n)&lt;br /&gt;
&lt;br /&gt;
====Midair Glidewalk (MGW)====&lt;br /&gt;
&#039;&#039;This glitch can not be performed on the PC version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch can only be performed in Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A midair glidewalk acts in the same way as a glidewalk. It is performed by jumping, holding the look mode button, then tapping the jump button twice in quick succession. As this glitch is frame perfect, it isn&#039;t commonly used, and is usually replaced with a Buffered Midair Glidewalk.&lt;br /&gt;
(Discovered by Gamepro011)&lt;br /&gt;
&lt;br /&gt;
====Buffered Midair Glidewalk (BMGW, often refered to as just MGW)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed in certain Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch can not be performed if Rayman has grabbed a ledge&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A buffered midair glidewalk acts the same as a glidewalk and midair glidewalk, but it is easier to perform and works on the PC version. It is performed by jumping, activating the helicopter, entering snapshot mode while the helicopter is active, releasing the jump button, holding the look mode button, exiting snapshot mode then immediately pressing and holding the jump button. In a few locations, this can be performed by simply holding the look mode button while in midair, then pressing the jump button.&lt;br /&gt;
(Discovered by Gamepro011)&lt;br /&gt;
&lt;br /&gt;
====Moonglide (MG)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed in certain Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This glitch can not be performed if Rayman has grabbed a ledge&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A moonglide is similar to a glidewalk but instead of falling downwards, Rayman moves upwards for a brief period. A moonglide is performed by jumping, entering snapshot mode, holding look mode, then exiting snapshot mode. Depending on at what point in the jump the glitch was activated, you will glide upwards by varying amounts. In a few locations, this can be performed by simply holding the look mode button while in midair.&lt;br /&gt;
(Discovered by LightWeightRunner)&lt;br /&gt;
&lt;br /&gt;
====Moonbounce (MB)====&lt;br /&gt;
&#039;&#039;This glitch can only be performed in Fixed Camera Locations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A moonbounce is similar to moonglide, but is activated using a bouncy object such as a balloon and will gain more height. If Rayman performs a superjump or midair superjump as he touches the bouncy object, he will accelerate upwards. In locations where a moonglide can be performed and a bouncy object exists, this can be performed by performing a moonglide just after bouncing.&lt;br /&gt;
(Discovered by LightWeightRunner)&lt;br /&gt;
&lt;br /&gt;
====Playable Camera Mode (PCM)====&lt;br /&gt;
Playable camera mode allows the player to move Rayman while he is in snapshot mode. The primary use for this is infinite flight, as it causes combat fatigues to never expire. There are two parts of the snapshot mode menu, the question screen, and the Yes/No screen. While in the question screen, Rayman&#039;s movement (on some platforms) and the camera may act strange. Because of this, most people tend to stay in the Yes/No screen. It is important that while in the Yes/No screen, the A button is not pressed while &amp;quot;Yes&amp;quot; is highlighted, as it cancels the glitch. Because PCM disables look mode, any glitches requiring it will not be possible.&lt;br /&gt;
&lt;br /&gt;
There are three different ways to perform this glitch. Start of level PCM is performed by enabling snapshot mode just as a level starts. The difficulty of performing this varies by level and by platform, however. Cage PCM can be performed wherever there is a cage, by enabling snapshot mode as the cage is destroyed. This can only be performed if the cage has not yet been destroyed on the save file, however. Knaaren PCM is the easiest, and is performed by getting hit enough times by a Knaaren to trigger the teensie cutscene, pausing, unpausing, then enabling snapshot mode and waiting for the teensie cutscene to end.&lt;br /&gt;
&lt;br /&gt;
====Infinite Powerup Glitch (IPG)====&lt;br /&gt;
&#039;&#039;One variant of this glitch can not be performed on the PC version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Infinite Powerup Glitch is a glitch that causes cutscene bars to appear during gameplay, causing the player to be unable to pause or enter snapshot mode, and for any combat fatigues to never expire. It occurs when a cutscene is interrupted in a way that the game does not expect, for example, by jumping from a free to a fixed camera location as the cutscene starts. The only variant of this glitch used in a speedrun is in the second part of the Tower of the Leptys. After defeating the two Lavomatrixes at the start of the level, a fanfare should play. Jumping onto the nearby stairs as the fanfare finishes and the cutscene starts causes the camera to switch from a free camera to a fixed camera during the cutscene, interrupting it and causing IPG. For unknown reasons, this variant does not work on the PC version.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[http://www.raymanpc.com/forum/viewtopic.php?f=13&amp;amp;t=4986 &#039;&#039;Rayman 3&#039;&#039; score topic at Pirate-Community]&lt;br /&gt;
*[http://www.raymanpc.com/forum/viewtopic.php?f=13&amp;amp;t=1031 &#039;&#039;Rayman 1&#039;&#039; topic at Pirate-Community]&lt;br /&gt;
&lt;br /&gt;
[[Category:Other]]&lt;/div&gt;</summary>
		<author><name>Technology4617</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=Moskito%27s_Nest&amp;diff=45767</id>
		<title>Moskito&#039;s Nest</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=Moskito%27s_Nest&amp;diff=45767"/>
		<updated>2015-01-27T19:16:47Z</updated>

		<summary type="html">&lt;p&gt;Technology4617: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Moskito&#039;s Nest&#039;&#039;&#039; (French: &#039;&#039;&#039;&#039;&#039;L&#039;Antre de Moskito&#039;&#039;&#039;&#039;&#039; – &#039;&#039;&#039;&#039;&#039;The Lair of Moskito&#039;&#039;&#039;&#039;&#039;) is the fourth and final level of [[the Dream Forest]], the first world of [[Rayman 1|the original &#039;&#039;Rayman&#039;&#039; game]]. It consists of six stages during the first playthrough, and only three during subsequent playthroughs, because two of them feature [[Moskito]] and the last one is the stage in which [[Betilla the Fairy]] grants [[Rayman]] the [[grappling fist]] power.&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Part 1==&lt;br /&gt;
[[Image:Fleurtentacule.png|thumb|316px|right|[[Tentacle-flower]]s are tough enemies]]&lt;br /&gt;
&lt;br /&gt;
Only two [[cage]]s will be possible to get the first time, as [[Rayman]] needs the [[grappling fist]] to reach one of them.&lt;br /&gt;
[[Image:MapJ4-1PC.jpg|700px|PC version]]&lt;br /&gt;
&lt;br /&gt;
[[Image:MapJ4-1PS.jpg|700px|PS version]]&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
==Part 2==&lt;br /&gt;
[[Image:Nenuphars.png|thumb|320px|left|[[Nenuphar]]s in the PlayStation version]]&lt;br /&gt;
&lt;br /&gt;
This dodgy level requires quick reflexes.&lt;br /&gt;
&lt;br /&gt;
[[Image:MapJ4-2PC.jpg|700px|PC version]]&lt;br /&gt;
&lt;br /&gt;
[[Image:MapJ4-2PS.jpg|700px|PS version]]&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
==Part 3==&lt;br /&gt;
[[image:MoskitoPoursuite.png|thumb|316px|right|An incorrectly-coloured [[Moskito]] is pursuing [[Rayman]] with a huge [[spiky fruit]]]]&lt;br /&gt;
&lt;br /&gt;
Here, [[Rayman]] is chased chased by [[Moskito]] and must reach the end of the level before him. Once [[Moskito]] is beaten, this phase will not appear again when the player backtracks for the other cages. &lt;br /&gt;
&lt;br /&gt;
[[Image:MapJ4-3PC.jpg|700px|PC version]]&lt;br /&gt;
&lt;br /&gt;
[[Image:MapJ4-3PS.jpg|700px|PS version]]&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
==Part 4==&lt;br /&gt;
[[image:Tronc.png|left|thumb|316px|These gigantic trunks are very similar to [[tentacle-flower]]s]]&lt;br /&gt;
&lt;br /&gt;
This level is slightly different in the PC and [[Rayman Advance|Game Boy Advance versions]] of the game, where giant trunks are found in the level. In the other versions, this is the only level along with part 6 of [[Bongo Hills]] and part 4 of [[Eat at Joe&#039;s]] to not have any [[cage]]s, not counting the boss levels.&lt;br /&gt;
&lt;br /&gt;
[[Image:MapJ4-4PC.jpg|700px|PC version]]&lt;br /&gt;
&lt;br /&gt;
[[Image:MapJ4-4PS.jpg|700px|PS version]]&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
==Part 5==&lt;br /&gt;
[[Image:MoskitoFight2.png|thumb|316px|right|The big boss of [[the Dream Forest]], [[Moskito]]]]&lt;br /&gt;
&lt;br /&gt;
[[Rayman]] has to battle [[Moskito]].&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
==Part 6==&lt;br /&gt;
[[Image:BetillaPoingGrappin.png|thumb|316px|left|[[Rayman]] is given his third power by [[Betilla|Betilla the Fairy]]]]&lt;br /&gt;
&lt;br /&gt;
[[Betilla]] gives [[Rayman]] the power of the [[grappling fist]]. &lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
==External links==&lt;br /&gt;
* [http://www.youtube.com/watch?v=4a9XrtR_GlI Haruka&#039;s Moskito&#039;s Nest playthrough at YouTube (Sony PlayStation version - European Release)]&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=bP4328XjZNk TechnologyChild&#039;s Moskito&#039;s Nest playthrough at YouTube (Sony PlayStation version - US Release)]&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=Yxz-ScobiaE Haruka&#039;s Moskito&#039;s Nest playthrough at YouTube (PC/MS-DOS version) (Part 1/2)]&lt;br /&gt;
* [http://www.youtube.com/watch?v=zo2oXE1OHII Haruka&#039;s Moskito&#039;s Nest playthrough at YouTube (PC/MS-DOS version) (Part 2/2)]&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=3y4xXk-ahY8 Haruka&#039;s Moskito&#039;s Nest playthrough at YouTube (Atari Jaguar version)] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Forestlevels}}&lt;br /&gt;
&lt;br /&gt;
[[fr:L&#039;Antre de Moskito]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Places from Rayman 1]]&lt;/div&gt;</summary>
		<author><name>Technology4617</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=Pink_Plant_Woods&amp;diff=45766</id>
		<title>Pink Plant Woods</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=Pink_Plant_Woods&amp;diff=45766"/>
		<updated>2015-01-27T19:12:37Z</updated>

		<summary type="html">&lt;p&gt;Technology4617: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Pink Plant Woods&#039;&#039;&#039; (French: &#039;&#039;&#039;&#039;&#039;La Forêt Primordiale&#039;&#039;&#039;&#039;&#039; – &#039;&#039;&#039;&#039;&#039;The Primordial Forest&#039;&#039;&#039;&#039;&#039;) is the first level of [[the Dream Forest]], the first of the six worlds featured in [[Rayman 1|the original &#039;&#039;Rayman&#039;&#039; game]]. It consists of four parts at the first time it is played; when it is replayed, it consists of only three parts, as the third part was the one in which [[Betilla the Fairy]] gave [[Rayman]] his [[telescopic fist]] power.&lt;br /&gt;
&lt;br /&gt;
In addition to being the first location visited in [[Rayman 1|the first game]], these woods were also the place of [[Rayman]]&#039;s birth, as shown in an early trailer for the sequel game, &#039;&#039;[[Rayman Origins]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
While this location is called &#039;&#039;la Forêt Primordiale&#039;&#039; (the Primordial Forest) in the original French version of [[Rayman 1|the first game]], it is renamed to ‘Pink Plant Woods’ in the English localisation. However, &#039;&#039;[[Rayman Origins]]&#039;&#039; reverts to a direct translation of the original French name.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Part 1==&lt;br /&gt;
[[Image:Foret1PC.png|thumb|316px|right|The very first scenery of [[the Dream Forest]]]]&lt;br /&gt;
&lt;br /&gt;
This is a very short level which allows the player to become familiar with the controls. At this point, [[Rayman]] begins with no powers.&lt;br /&gt;
&lt;br /&gt;
[[Image:MapJ1-1PC.jpg|600px|PC version]]&lt;br /&gt;
&lt;br /&gt;
[[Image:MapJ1-1PS.jpg|600px|PS version]]&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Part 2==&lt;br /&gt;
[[Image:ExplorateurGrimace.png|thumb|316px|left|A [[Livingstone]] running away]]&lt;br /&gt;
&lt;br /&gt;
[[Rayman]] will have to ignore the first three [[cage]]s he comes across. Once he is granted powers by [[Betilla the Fairy]], he will be able to find them and break them open when revisiting the level.&lt;br /&gt;
&lt;br /&gt;
[[Image:MapJ1-2PC.jpg|700px|PC version]]&lt;br /&gt;
&lt;br /&gt;
[[Image:MapJ1-2PS.jpg|700px|PS version]]&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Part 3==&lt;br /&gt;
[[Image:BetillaTelescopicFist.png|thumb|316px|right|[[Rayman]] is given his first power by [[Betilla the Fairy]]]]&lt;br /&gt;
&lt;br /&gt;
[[Rayman]] is bestowed his first power, the [[telescopic fist]], by [[Betilla the Fairy]].&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Part 4==&lt;br /&gt;
[[image:Explorateurs.png|left|thumb|316px|[[Livingstone]]s are the main enemies in [[the Dream Forest]]]]&lt;br /&gt;
&lt;br /&gt;
[[Rayman]] can now use his [[telescopic fist]] to break the three [[cage]]s of this level open.&lt;br /&gt;
&lt;br /&gt;
[[Image:MapJ1-3PC.jpg|700px|PC version]]&lt;br /&gt;
&lt;br /&gt;
[[Image:MapJ1-3PS.jpg|700px|PS version]]&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [http://www.youtube.com/watch?v=rzhySfNZyRI Haruka&#039;s Pink Plant Woods playthrough at YouTube (Sony PlayStation version - European Release)]&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=R0T_kK5tcH8 TechnologyChild&#039;s Pink Plant Woods playthrough at YouTube (Sony PlayStation version - US Release)]&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=aVwnX1KOo-I Haruka&#039;s Pink Plant Woods level playthrough at YouTube (PC/MS-DOS version)]&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=mk4L6huOlo0 Haruka&#039;s Pink Plant Woods level playthrough at YouTube (Atari Jaguar version)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Forestlevels}}&lt;br /&gt;
&lt;br /&gt;
[[fr:La Forêt Primordiale]]&lt;br /&gt;
[[de:Mitten im Dickicht]]&lt;br /&gt;
[[it:Foresta Primordiale]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Places from Rayman 1]]&lt;br /&gt;
[[Category:Places from Rayman Origins]]&lt;/div&gt;</summary>
		<author><name>Technology4617</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=Anguish_Lagoon&amp;diff=45765</id>
		<title>Anguish Lagoon</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=Anguish_Lagoon&amp;diff=45765"/>
		<updated>2015-01-27T19:11:33Z</updated>

		<summary type="html">&lt;p&gt;Technology4617: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Anguish Lagoon&#039;&#039;&#039; (French: &#039;&#039;&#039;&#039;&#039;Le Lagon de l&#039;Angoisse&#039;&#039;&#039;&#039;&#039; – &#039;&#039;&#039;&#039;&#039;The Lagoon of Anguish&#039;&#039;&#039;&#039;&#039;) is the second level of the [[Dream Forest]], the first world of [[Rayman 1|the original &#039;&#039;Rayman&#039;&#039; game]]. It consists of four parts the first time it is played; when it is replayed, it consists of only two parts, as the second part was a boss battle against [[Bzzit]], and Rayman received the power to [[hanging|hang]] from [[Betilla the Fairy]] in the fourth part.&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Part 1==&lt;br /&gt;
[[image:BalancierPrune.png|right|thumb|316px|A [[plum]] on a rocker]]&lt;br /&gt;
&lt;br /&gt;
This small level contains five [[cage]]s, but only four will be possible to get the first time as [[Rayman]] will need to acquire the [[Grappling Fist]] later on to reach one of them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:MapJ2-1PC.jpg|PC version]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:MapJ2-1PS.jpg|510px|PS version]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Part 2==&lt;br /&gt;
[[image:BziiitPC.png|right|thumb|316px|[[Bzzit]] is the first boss in the game]]&lt;br /&gt;
&lt;br /&gt;
[[Rayman]] must fall from the top of the level, where he will have to fight [[Bzzit]]. Once defeated, [[Bzzit]] starts crying, so [[Rayman]] comforts him and they quickly befriend each other.  In all versions except the Atari Jaguar version, this phase will not be visited again once [[Bzzit]] is defeated, and the player will be taken straight to phase 3 when backtracking.&lt;br /&gt;
&lt;br /&gt;
[[Image:MapJ2-2PC.jpg|PC version]] [[Image:MapJ2-2PS.jpg|PS version]]&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Part 3==&lt;br /&gt;
[[image:DosBziiit.png|left|thumb|316px|Once beaten, [[Bzzit]] helps [[Rayman]] to pass through Anguish Lagoon]]&lt;br /&gt;
&lt;br /&gt;
[[Rayman]] is now riding [[Bzzit]], who flies through this part of the Lagoon.  While airborne, Rayman can use his fist to defend himself in most versions of the game, but in the Atari Jaguar version, [[Bzzit]] makes use of his proboscis to shoot balls of energy as a line of defence.&lt;br /&gt;
&lt;br /&gt;
In the Atari Jaguar version, there is a string of [[Ting]]s that form the numbers 1, 3, 6 and 4.  This is actually a cheat code; if it is entered with the Jaguar&#039;s numeric pad during the introduction sequence featuring [[Rayman]]&#039;s &amp;quot;walking hands&amp;quot;, the code will take the player to the [[Breakout minigame|&#039;&#039;Breakout&#039;&#039; minigame]].&lt;br /&gt;
&lt;br /&gt;
[[Image:MapJ2-3PC.jpg|700px|PC version]]&lt;br /&gt;
&lt;br /&gt;
[[Image:MapJ2-3PS.jpg|700px|PS version]]&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Part 4==&lt;br /&gt;
[[Image:BetillaAccrochage.png|thumb|316px|right|[[Rayman]] is given his second power by [[Betilla the Fairy]]]]&lt;br /&gt;
&lt;br /&gt;
[[Betilla the Fairy|Betilla]] gives [[Rayman]] the power to [[Hanging|hang]] onto the edges of platforms. &lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [http://www.youtube.com/watch?v=wDw8tdkVT8o Haruka&#039;s Anguish Lagoon playthrough at YouTube (Sony PlayStation version - European Release)]&lt;br /&gt;
* [https://www.youtube.com/watch?v=a8Qc14l3J6E TechnologyChild&#039;s Anguish Lagoon playthrough at YouTube (Sony PlayStation version - US Release)]&lt;br /&gt;
* [http://www.youtube.com/watch?v=_zvPSjBAFus Haruka&#039;s Anguish Lagoon playthrough at YouTube (PC/MS-DOS version)]&lt;br /&gt;
* [http://www.youtube.com/watch?v=F4ugPdqY1aQ Haruka&#039;s Anguish Lagoon level playthrough at YouTube (Atari Jaguar version)]&lt;br /&gt;
&lt;br /&gt;
{{Forestlevels}}&lt;br /&gt;
&lt;br /&gt;
[[fr:Le Lagon de l&#039;Angoisse]]&lt;br /&gt;
[[de:Lagune der Angst]]&lt;br /&gt;
[[it:Laguna della Paura]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Places from Rayman 1]]&lt;/div&gt;</summary>
		<author><name>Technology4617</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=The_Swamps_of_Forgetfulness&amp;diff=45764</id>
		<title>The Swamps of Forgetfulness</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=The_Swamps_of_Forgetfulness&amp;diff=45764"/>
		<updated>2015-01-27T19:10:59Z</updated>

		<summary type="html">&lt;p&gt;Technology4617: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The Swamps of Forgetfulness&#039;&#039;&#039; (French: &#039;&#039;&#039;&#039;&#039;Les Marais de l&#039;Oubli&#039;&#039;&#039;&#039;&#039; – &#039;&#039;&#039;&#039;&#039;The Marshes of Oblivion&#039;&#039;&#039;&#039;&#039;) is the third level of the [[Dream Forest]], the first world of &#039;&#039;[[Rayman 1|Rayman]]&#039;&#039;. It always consists of three parts. This is also the first level in which all of the [[cage]]s are possible to break without backtracking. In the Atari Jaguar version, it is known as the &#039;&#039;&#039;Forgotten Swamps&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Part 1==&lt;br /&gt;
[[image:Ta-Ray-Zan.png|left|thumb|316px|[[Rayman]] must help [[Tarayzan]] to get his loincloth back]]&lt;br /&gt;
&lt;br /&gt;
In the first part of this level, [[Rayman]] meets his jungle counterpart, [[Tarayzan]], who is hiding behind a bush with his loincloth hanging over him.  When [[Rayman]] knocks it down, [[Tarayzan]] gives him the Magic Seed, which temporarily replaces [[Rayman]]&#039;s [[grimace]], and the level starts to flood.  He must then use the seed to plant huge flowers which will help him reach higher platforms in order to escape from drowning in the flood.&lt;br /&gt;
&lt;br /&gt;
[[Image:MapJ3-1PC.jpg|PC version]] [[Image:MapJ3-1PS.jpg|111px|PS version]]&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Part 2==&lt;br /&gt;
[[image:ExplorateursPrunes.png|right|thumb|316px|These [[Livingstone]]s will prove to be useful]]&lt;br /&gt;
&lt;br /&gt;
[[Image:MapJ3-2PC.jpg|700px|PC version]]&lt;br /&gt;
&lt;br /&gt;
[[Image:MapJ3-2PS.jpg|700px|PS version]]&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Part 3==&lt;br /&gt;
[[image:PruneFruitsPiquants.png|left|thumb|316px|[[Rayman]] must use a [[plum]] to go through a field of [[spiky fruit]]s]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:MapJ3-3PC.jpg|700px|PC version]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:MapJ3-3PS.jpg|700px|PS version]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [http://www.youtube.com/watch?v=9vs_QghlU1s Haruka&#039;s The Swamps of Forgetfulness playthrough at YouTube (Sony PlayStation version - European Release)]&lt;br /&gt;
* [https://www.youtube.com/watch?v=JQ0hREOYTZk TechnologyChild&#039;s The Swamps of Forgetfulness playthrough at YouTube (Sony PlayStation version - US Release)]&lt;br /&gt;
* [http://www.youtube.com/watch?v=5RR-kz8LS6I Haruka&#039;s The Swamps of Forgetfulness playthrough at YouTube (PC/MS-DOS version)]&lt;br /&gt;
* [http://www.youtube.com/watch?v=QSSQ_TcWnpE Haruka&#039;s Forgotten Swamps level playthrough at YouTube (Atari Jaguar version)]&lt;br /&gt;
&lt;br /&gt;
{{Forestlevels}}&lt;br /&gt;
&lt;br /&gt;
[[fr:Les Marais de l&#039;Oubli]]&lt;br /&gt;
[[de:Sumpf des Vergessens]]&lt;br /&gt;
[[it:Paludi dell&#039;Oblio]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Places from Rayman 1|Swamps of Forgetfulness, The]]&lt;/div&gt;</summary>
		<author><name>Technology4617</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=Anguish_Lagoon&amp;diff=45763</id>
		<title>Anguish Lagoon</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=Anguish_Lagoon&amp;diff=45763"/>
		<updated>2015-01-27T19:09:58Z</updated>

		<summary type="html">&lt;p&gt;Technology4617: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Anguish Lagoon&#039;&#039;&#039; (French: &#039;&#039;&#039;&#039;&#039;Le Lagon de l&#039;Angoisse&#039;&#039;&#039;&#039;&#039; – &#039;&#039;&#039;&#039;&#039;The Lagoon of Anguish&#039;&#039;&#039;&#039;&#039;) is the second level of the [[Dream Forest]], the first world of [[Rayman 1|the original &#039;&#039;Rayman&#039;&#039; game]]. It consists of four parts the first time it is played; when it is replayed, it consists of only two parts, as the second part was a boss battle against [[Bzzit]], and Rayman received the power to [[hanging|hang]] from [[Betilla the Fairy]] in the fourth part.&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Part 1==&lt;br /&gt;
[[image:BalancierPrune.png|right|thumb|316px|A [[plum]] on a rocker]]&lt;br /&gt;
&lt;br /&gt;
This small level contains five [[cage]]s, but only four will be possible to get the first time as [[Rayman]] will need to acquire the [[Grappling Fist]] later on to reach one of them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:MapJ2-1PC.jpg|PC version]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:MapJ2-1PS.jpg|510px|PS version]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Part 2==&lt;br /&gt;
[[image:BziiitPC.png|right|thumb|316px|[[Bzzit]] is the first boss in the game]]&lt;br /&gt;
&lt;br /&gt;
[[Rayman]] must fall from the top of the level, where he will have to fight [[Bzzit]]. Once defeated, [[Bzzit]] starts crying, so [[Rayman]] comforts him and they quickly befriend each other.  In all versions except the Atari Jaguar version, this phase will not be visited again once [[Bzzit]] is defeated, and the player will be taken straight to phase 3 when backtracking.&lt;br /&gt;
&lt;br /&gt;
[[Image:MapJ2-2PC.jpg|PC version]] [[Image:MapJ2-2PS.jpg|PS version]]&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Part 3==&lt;br /&gt;
[[image:DosBziiit.png|left|thumb|316px|Once beaten, [[Bzzit]] helps [[Rayman]] to pass through Anguish Lagoon]]&lt;br /&gt;
&lt;br /&gt;
[[Rayman]] is now riding [[Bzzit]], who flies through this part of the Lagoon.  While airborne, Rayman can use his fist to defend himself in most versions of the game, but in the Atari Jaguar version, [[Bzzit]] makes use of his proboscis to shoot balls of energy as a line of defence.&lt;br /&gt;
&lt;br /&gt;
In the Atari Jaguar version, there is a string of [[Ting]]s that form the numbers 1, 3, 6 and 4.  This is actually a cheat code; if it is entered with the Jaguar&#039;s numeric pad during the introduction sequence featuring [[Rayman]]&#039;s &amp;quot;walking hands&amp;quot;, the code will take the player to the [[Breakout minigame|&#039;&#039;Breakout&#039;&#039; minigame]].&lt;br /&gt;
&lt;br /&gt;
[[Image:MapJ2-3PC.jpg|700px|PC version]]&lt;br /&gt;
&lt;br /&gt;
[[Image:MapJ2-3PS.jpg|700px|PS version]]&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Part 4==&lt;br /&gt;
[[Image:BetillaAccrochage.png|thumb|316px|right|[[Rayman]] is given his second power by [[Betilla the Fairy]]]]&lt;br /&gt;
&lt;br /&gt;
[[Betilla the Fairy|Betilla]] gives [[Rayman]] the power to [[Hanging|hang]] onto the edges of platforms. &lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [http://www.youtube.com/watch?v=wDw8tdkVT8o Haruka&#039;s Anguish Lagoon playthrough at YouTube (Sony PlayStation version - European Version)]&lt;br /&gt;
* [https://www.youtube.com/watch?v=a8Qc14l3J6E TechnologyChild&#039;s Anguish Lagoon playthrough at YouTube (Sony PlayStation version - US version)]&lt;br /&gt;
* [http://www.youtube.com/watch?v=_zvPSjBAFus Haruka&#039;s Anguish Lagoon playthrough at YouTube (PC/MS-DOS version)]&lt;br /&gt;
* [http://www.youtube.com/watch?v=F4ugPdqY1aQ Haruka&#039;s Anguish Lagoon level playthrough at YouTube (Atari Jaguar version)]&lt;br /&gt;
&lt;br /&gt;
{{Forestlevels}}&lt;br /&gt;
&lt;br /&gt;
[[fr:Le Lagon de l&#039;Angoisse]]&lt;br /&gt;
[[de:Lagune der Angst]]&lt;br /&gt;
[[it:Laguna della Paura]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Places from Rayman 1]]&lt;/div&gt;</summary>
		<author><name>Technology4617</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=Pink_Plant_Woods&amp;diff=45762</id>
		<title>Pink Plant Woods</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=Pink_Plant_Woods&amp;diff=45762"/>
		<updated>2015-01-27T19:09:08Z</updated>

		<summary type="html">&lt;p&gt;Technology4617: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Pink Plant Woods&#039;&#039;&#039; (French: &#039;&#039;&#039;&#039;&#039;La Forêt Primordiale&#039;&#039;&#039;&#039;&#039; – &#039;&#039;&#039;&#039;&#039;The Primordial Forest&#039;&#039;&#039;&#039;&#039;) is the first level of [[the Dream Forest]], the first of the six worlds featured in [[Rayman 1|the original &#039;&#039;Rayman&#039;&#039; game]]. It consists of four parts at the first time it is played; when it is replayed, it consists of only three parts, as the third part was the one in which [[Betilla the Fairy]] gave [[Rayman]] his [[telescopic fist]] power.&lt;br /&gt;
&lt;br /&gt;
In addition to being the first location visited in [[Rayman 1|the first game]], these woods were also the place of [[Rayman]]&#039;s birth, as shown in an early trailer for the sequel game, &#039;&#039;[[Rayman Origins]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
While this location is called &#039;&#039;la Forêt Primordiale&#039;&#039; (the Primordial Forest) in the original French version of [[Rayman 1|the first game]], it is renamed to ‘Pink Plant Woods’ in the English localisation. However, &#039;&#039;[[Rayman Origins]]&#039;&#039; reverts to a direct translation of the original French name.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Part 1==&lt;br /&gt;
[[Image:Foret1PC.png|thumb|316px|right|The very first scenery of [[the Dream Forest]]]]&lt;br /&gt;
&lt;br /&gt;
This is a very short level which allows the player to become familiar with the controls. At this point, [[Rayman]] begins with no powers.&lt;br /&gt;
&lt;br /&gt;
[[Image:MapJ1-1PC.jpg|600px|PC version]]&lt;br /&gt;
&lt;br /&gt;
[[Image:MapJ1-1PS.jpg|600px|PS version]]&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Part 2==&lt;br /&gt;
[[Image:ExplorateurGrimace.png|thumb|316px|left|A [[Livingstone]] running away]]&lt;br /&gt;
&lt;br /&gt;
[[Rayman]] will have to ignore the first three [[cage]]s he comes across. Once he is granted powers by [[Betilla the Fairy]], he will be able to find them and break them open when revisiting the level.&lt;br /&gt;
&lt;br /&gt;
[[Image:MapJ1-2PC.jpg|700px|PC version]]&lt;br /&gt;
&lt;br /&gt;
[[Image:MapJ1-2PS.jpg|700px|PS version]]&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Part 3==&lt;br /&gt;
[[Image:BetillaTelescopicFist.png|thumb|316px|right|[[Rayman]] is given his first power by [[Betilla the Fairy]]]]&lt;br /&gt;
&lt;br /&gt;
[[Rayman]] is bestowed his first power, the [[telescopic fist]], by [[Betilla the Fairy]].&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Part 4==&lt;br /&gt;
[[image:Explorateurs.png|left|thumb|316px|[[Livingstone]]s are the main enemies in [[the Dream Forest]]]]&lt;br /&gt;
&lt;br /&gt;
[[Rayman]] can now use his [[telescopic fist]] to break the three [[cage]]s of this level open.&lt;br /&gt;
&lt;br /&gt;
[[Image:MapJ1-3PC.jpg|700px|PC version]]&lt;br /&gt;
&lt;br /&gt;
[[Image:MapJ1-3PS.jpg|700px|PS version]]&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [http://www.youtube.com/watch?v=rzhySfNZyRI Haruka&#039;s Pink Plant Woods playthrough at YouTube (Sony PlayStation version - European Version)]&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=R0T_kK5tcH8 TechnologyChild&#039;s Pink Plant Woods playthrough at YouTube (Sony PlayStation version - US Version)]&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=aVwnX1KOo-I Haruka&#039;s Pink Plant Woods level playthrough at YouTube (PC/MS-DOS version)]&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=mk4L6huOlo0 Haruka&#039;s Pink Plant Woods level playthrough at YouTube (Atari Jaguar version)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Forestlevels}}&lt;br /&gt;
&lt;br /&gt;
[[fr:La Forêt Primordiale]]&lt;br /&gt;
[[de:Mitten im Dickicht]]&lt;br /&gt;
[[it:Foresta Primordiale]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Places from Rayman 1]]&lt;br /&gt;
[[Category:Places from Rayman Origins]]&lt;/div&gt;</summary>
		<author><name>Technology4617</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=Category:Speedrunning&amp;diff=40776</id>
		<title>Category:Speedrunning</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=Category:Speedrunning&amp;diff=40776"/>
		<updated>2014-06-14T23:06:51Z</updated>

		<summary type="html">&lt;p&gt;Technology4617: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For those wishing to speedrun or TAS games in the Rayman franchise, this page features a collection of the known tricks and glitches in each game, as well as tips to help speedrunners get through the game faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=[[Rayman 1]]=&lt;br /&gt;
&lt;br /&gt;
===Known Timesavers===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All Levels/General Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- The NTSC-U PlayStation version is the fastest version.&lt;br /&gt;
&lt;br /&gt;
- Jump-punching is twice as powerful as a regular punch.&lt;br /&gt;
&lt;br /&gt;
- You can manipulate trigger points to make something spawn earlier than it normally would.&lt;br /&gt;
&lt;br /&gt;
- Staying near the edge of the screen in autoscrollers (e.g., the second stage of Gong Heights, the third stage of Anguish Lagoon) allows you to get nearer to trigger points that advance the stage.&lt;br /&gt;
&lt;br /&gt;
- You can use your invincibility frames after you get hit by an enemy to access areas previously inaccessible.&lt;br /&gt;
&lt;br /&gt;
- The Rings can be manipulated to allow you to move greater distances.&lt;br /&gt;
&lt;br /&gt;
- The Helicopter power is slow, so avoid using it wherever possible.&lt;br /&gt;
&lt;br /&gt;
- You can change the direction of damage boosts by simply turning in a different direction before getting hit.&lt;br /&gt;
&lt;br /&gt;
- Avoid side-paths if you are required to backtrack a level, and only start backtracking once you get the running ability.&lt;br /&gt;
&lt;br /&gt;
- Jumping quickly to the left and right on vines allows you to get up them more quickly than simply climbing up them.&lt;br /&gt;
&lt;br /&gt;
- You can death abuse to checkpoints to avoid backtracking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PlayStation/Saturn Version&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pink Plant Woods&lt;br /&gt;
&lt;br /&gt;
- If timed correctly, you get through the second stage without stopping holding right.&lt;br /&gt;
&lt;br /&gt;
- When you get the ability to punch, jump earlier than you normally would to hit the plum, and then hit it as you are going down. The plum will fall earlier, and you can get up to the exit sign faster.&lt;br /&gt;
&lt;br /&gt;
- On the third stage, rather than going all the way to the top of the first vine, jump when you get to the first ledge (with the cage), jump across the next vine and hit the cage, and then simply jump up to the above platform.&lt;br /&gt;
&lt;br /&gt;
- Avoid all side paths.&lt;br /&gt;
&lt;br /&gt;
- You should have gotten three cages by the end of the level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Anguish Lagoon&lt;br /&gt;
&lt;br /&gt;
- Only get the two cages on the main path in the first stage.&lt;br /&gt;
&lt;br /&gt;
- Taking damage from the hunter at the end of the stage is quicker than waiting and punching him.&lt;br /&gt;
&lt;br /&gt;
- Waiting for Bzzit to get near the middle/top of the screen (both when charging and flying normally) saves time, since it doesn&#039;t take as long for him to get to the top, though, if he is charging, it is hard to do this without getting hit.&lt;br /&gt;
&lt;br /&gt;
- If the final hit for Bzzit is when he is charging, then the final hit should be administered immediately, since he always moves straight upward, even when off-screen.&lt;br /&gt;
&lt;br /&gt;
- You can get a life at the beginning of the autoscroller section by sticking near the bottom of the screen.&lt;br /&gt;
&lt;br /&gt;
- There are two trigger points for manipulating the scrolling speed of the level: at the other side of the platforms with the Antitoons and Lividstone, and behind the Hunter near the end of the stage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;- At the end of this level, be sure to go to Swamps of Forgetfulness first rather than Bongo Hills.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Swamps of Forgetfulness&lt;br /&gt;
&lt;br /&gt;
- Be sure to break all the cages in this level.&lt;br /&gt;
&lt;br /&gt;
- You can jump onto every swinging plum in this level directly from below.&lt;br /&gt;
&lt;br /&gt;
- On the second stage, it is easier to knock the plum on the platform with the Lividstone and Antitoons into the water if you go under the preceding platform first, and kill the first group of Antitoons and the Lividstone.&lt;br /&gt;
&lt;br /&gt;
- When you come across the lily hovering over the platform with the two Antitoons, simply standing near the edge allows you to not get hit at all.&lt;br /&gt;
&lt;br /&gt;
- On the third stage, jumping slightly early from the vine allows you to reach the cage&#039;s trigger point more quickly. This saves the time of both going all the way to the top of the vine, and the extraneous distance falling to catch all the Tings.&lt;br /&gt;
&lt;br /&gt;
- Don&#039;t jump off the platform at the end. Instead, simply walk off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Moskito&#039;s Nest&lt;br /&gt;
&lt;br /&gt;
- Only get the cage under the main platform (after the piranha section) on the first stage, but get all the cages on all of the other stages.&lt;br /&gt;
&lt;br /&gt;
- Get all the cages on all of the other stages.&lt;br /&gt;
&lt;br /&gt;
- On the second stage, you can grab the ledge of the second platform in the section with the three swinging spiky balls.&lt;br /&gt;
&lt;br /&gt;
- On the autoscroller stage with Moskito chasing you, there is one trigger point to change the scrolling speed: just before you get onto the platforms with the Antitoons, on the platform with the swinging spiky ball.&lt;br /&gt;
&lt;br /&gt;
- Waiting for Moskito to get near the middle/top of the screen (both when charging and flying normally) saves time, since it doesn&#039;t take as long for him to get to the top, though, if he is charging, it is hard to do this without getting hit.&lt;br /&gt;
&lt;br /&gt;
- If the final hit for Moskito is when he is charging, then the final hit should be administered immediately, since he always moves straight upward, even when off-screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bongo Hills&lt;br /&gt;
&lt;br /&gt;
- Break all the cages in this level if you are doing the route to get the 4th stage cage, If not, don&#039;t break any of the cages.&lt;br /&gt;
&lt;br /&gt;
- By hanging on the bottom sheet music bar at where you start and then dropping, you can trigger the two clouds, one of which will take you over to the cage.&lt;br /&gt;
&lt;br /&gt;
- Crouching and going under the sheet music bar and the bottom of the stage (that you would normally use to launch yourself over to the area with the clouds) is faster than going the normal route, but you must get the speed boost from the slope.&lt;br /&gt;
&lt;br /&gt;
- On the third stage, take the checkpoint, and then go to the left as you are falling through the moving balls. Hit the cage as you are falling down into the pit, which will then cause you to respawn at the checkpoint.&lt;br /&gt;
&lt;br /&gt;
- Due to a programming error, when you are going to the top on the flying maraca, going to the left and crouching under the wall at the top can cause you to zip to the exit sign. However, this is very hard to do, and not recommended for beginners.&lt;br /&gt;
&lt;br /&gt;
- If you aren&#039;t doing the zipping trick, you can simply ride the second maraca all the way to the top, though this is around 30 seconds lower.&lt;br /&gt;
&lt;br /&gt;
- On the fourth stage, by creating a massive distance between yourself and the Ring after you grab it, you can launch yourself all the way to the cage that would normally be impossible to get. This is very difficult to do, however, and an easier but slower trick is the &amp;quot;Lightning Boost,&amp;quot; which, after making an eye enemy shoot a lightning bolt at you, you can grab the ring normally and damage boost off the lightning bolt to get the cage.&lt;br /&gt;
&lt;br /&gt;
- On the fifth stage, if timed correctly, you can jump off the moving balls and grab onto the clarinet platform, and then drop down onto the cloud. If you fail this, then you can also drop through the balls down to the platform at the bottom (that you would normally go to). Then go to the top and damage boost off the top spiky ball, and then walk through the two spiky balls and hit the cage as you are falling. This is very difficult, though, and it is recommended for beginners to instead go the normal route.&lt;br /&gt;
&lt;br /&gt;
- On the final stage, by turning to the left before you get hit by the Drummer, you can damage boost through him.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[http://www.raymanpc.com/forum/viewtopic.php?f=13&amp;amp;t=4986 &#039;&#039;Rayman 1&#039;&#039; topic at Pirate-Community]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Other]]&lt;/div&gt;</summary>
		<author><name>Technology4617</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=Category:Speedrunning&amp;diff=40775</id>
		<title>Category:Speedrunning</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=Category:Speedrunning&amp;diff=40775"/>
		<updated>2014-06-14T23:06:24Z</updated>

		<summary type="html">&lt;p&gt;Technology4617: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For those wishing to speedrun or TAS games in the Rayman franchise, this page features a collection of the known tricks and glitches in each game, as well as tips to help speedrunners get through the game faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=[[Rayman 1]]=&lt;br /&gt;
&lt;br /&gt;
===Known Timesavers===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All Levels/General Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- The NTSC-U PlayStation version is the fastest version.&lt;br /&gt;
&lt;br /&gt;
- Jump-punching is twice as powerful as a regular punch.&lt;br /&gt;
&lt;br /&gt;
- You can manipulate trigger points to make something spawn earlier than it normally would.&lt;br /&gt;
&lt;br /&gt;
- Staying near the edge of the screen in autoscrollers (e.g., the second stage of Gong Heights, the third stage of Anguish Lagoon) allows you to get nearer to trigger points that advance the stage.&lt;br /&gt;
&lt;br /&gt;
- You can use your invincibility frames after you get hit by an enemy to access areas previously inaccessible.&lt;br /&gt;
&lt;br /&gt;
- The Rings can be manipulated to allow you to move greater distances.&lt;br /&gt;
&lt;br /&gt;
- The Helicopter power is slow, so avoid using it wherever possible.&lt;br /&gt;
&lt;br /&gt;
- You can change the direction of damage boosts by simply turning in a different direction before getting hit.&lt;br /&gt;
&lt;br /&gt;
- Avoid side-paths if you are required to backtrack a level, and only start backtracking once you get the running ability.&lt;br /&gt;
&lt;br /&gt;
- Jumping quickly to the left and right on vines allows you to get up them more quickly than simply climbing up them.&lt;br /&gt;
&lt;br /&gt;
- You can death abuse to checkpoints to avoid backtracking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PlayStation/Saturn Version&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pink Plant Woods&lt;br /&gt;
&lt;br /&gt;
- If timed correctly, you get through the second stage without stopping holding right.&lt;br /&gt;
&lt;br /&gt;
- When you get the ability to punch, jump earlier than you normally would to hit the plum, and then hit it as you are going down. The plum will fall earlier, and you can get up to the exit sign faster.&lt;br /&gt;
&lt;br /&gt;
- On the third stage, rather than going all the way to the top of the first vine, jump when you get to the first ledge (with the cage), jump across the next vine and hit the cage, and then simply jump up to the above platform.&lt;br /&gt;
&lt;br /&gt;
- Avoid all side paths.&lt;br /&gt;
&lt;br /&gt;
- You should have gotten three cages by the end of the level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Anguish Lagoon&lt;br /&gt;
&lt;br /&gt;
- Only get the two cages on the main path in the first stage.&lt;br /&gt;
&lt;br /&gt;
- Taking damage from the hunter at the end of the stage is quicker than waiting and punching him.&lt;br /&gt;
&lt;br /&gt;
- Waiting for Bzzit to get near the middle/top of the screen (both when charging and flying normally) saves time, since it doesn&#039;t take as long for him to get to the top, though, if he is charging, it is hard to do this without getting hit.&lt;br /&gt;
&lt;br /&gt;
- If the final hit for Bzzit is when he is charging, then the final hit should be administered immediately, since he always moves straight upward, even when off-screen.&lt;br /&gt;
&lt;br /&gt;
- You can get a life at the beginning of the autoscroller section by sticking near the bottom of the screen.&lt;br /&gt;
&lt;br /&gt;
- There are two trigger points for manipulating the scrolling speed of the level: at the other side of the platforms with the Antitoons and Lividstone, and behind the Hunter near the end of the stage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;- At the end of this level, be sure to go to Swamps of Forgetfulness first rather than Bongo Hills.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Swamps of Forgetfulness&lt;br /&gt;
&lt;br /&gt;
- Be sure to break all the cages in this level.&lt;br /&gt;
&lt;br /&gt;
- You can jump onto every swinging plum in this level directly from below.&lt;br /&gt;
&lt;br /&gt;
- On the second stage, it is easier to knock the plum on the platform with the Lividstone and Antitoons into the water if you go under the preceding platform first, and kill the first group of Antitoons and the Lividstone.&lt;br /&gt;
&lt;br /&gt;
- When you come across the lily hovering over the platform with the two Antitoons, simply standing near the edge allows you to not get hit at all.&lt;br /&gt;
&lt;br /&gt;
- On the third stage, jumping slightly early from the vine allows you to reach the cage&#039;s trigger point more quickly. This saves the time of both going all the way to the top of the vine, and the extraneous distance falling to catch all the Tings.&lt;br /&gt;
&lt;br /&gt;
- Don&#039;t jump off the platform at the end. Instead, simply walk off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Moskito&#039;s Nest&lt;br /&gt;
&lt;br /&gt;
- Only get the cage under the main platform (after the piranha section) on the first stage, but get all the cages on all of the other stages.&lt;br /&gt;
&lt;br /&gt;
- Get all the cages on all of the other stages.&lt;br /&gt;
&lt;br /&gt;
- On the second stage, you can grab the ledge of the second platform in the section with the three swinging spiky balls.&lt;br /&gt;
&lt;br /&gt;
- On the autoscroller stage with Moskito chasing you, there is one trigger point to change the scrolling speed: just before you get onto the platforms with the Antitoons, on the platform with the swinging spiky ball.&lt;br /&gt;
&lt;br /&gt;
- Waiting for Moskito to get near the middle/top of the screen (both when charging and flying normally) saves time, since it doesn&#039;t take as long for him to get to the top, though, if he is charging, it is hard to do this without getting hit.&lt;br /&gt;
&lt;br /&gt;
- If the final hit for Moskito is when he is charging, then the final hit should be administered immediately, since he always moves straight upward, even when off-screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bongo Hills&lt;br /&gt;
&lt;br /&gt;
- Break all the cages in this level if you are doing the route to get the 4th stage cage, If not, don&#039;t break any of the cages.&lt;br /&gt;
&lt;br /&gt;
- By hanging on the bottom sheet music bar at where you start and then dropping, you can trigger the two clouds, one of which will take you over to the cage.&lt;br /&gt;
&lt;br /&gt;
- Crouching and going under the sheet music bar and the bottom of the stage (that you would normally use to launch yourself over to the area with the clouds) is faster than going the normal route, but you must get the speed boost from the slope.&lt;br /&gt;
&lt;br /&gt;
- On the third stage, take the checkpoint, and then go to the left as you are falling through the moving balls. Hit the cage as you are falling down into the pit, which will then cause you to respawn at the checkpoint.&lt;br /&gt;
&lt;br /&gt;
- Due to a programming error, when you are going to the top on the flying maraca, going to the left and crouching under the wall at the top can cause you to zip to the exit sign. However, this is very hard to do, and not recommended for beginners.&lt;br /&gt;
&lt;br /&gt;
- If you aren&#039;t doing the zipping trick, you can simply ride the second maraca all the way to the top, though this is around 30 seconds lower.&lt;br /&gt;
&lt;br /&gt;
- On the fourth stage, by creating a massive distance between yourself and the Ring after you grab it, you can launch yourself all the way to the cage that would normally be impossible to get. This is very difficult to do, however, and an easier but slower trick is the &amp;quot;Lightning Boost,&amp;quot; which, after making an eye enemy shoot a lightning bolt at you, you can grab the ring normally and damage boost off the lightning bolt to get the cage.&lt;br /&gt;
&lt;br /&gt;
- On the fifth stage, if timed correctly, you can jump off the moving balls and grab onto the clarinet platform, and then drop down onto the cloud. If you fail this, then you can also drop through the balls down to the platform at the bottom (that you would normally go to). Then go to the top and damage boost off the top spiky ball, and then walk through the two spiky balls and hit the cage as you are falling. This is very difficult, though, and it is recommended for beginners to instead go the normal route.&lt;br /&gt;
&lt;br /&gt;
- On the final stage, by turning to the left before you get hit by the Drummer, you can damage boost through him.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[http://www.raymanpc.com/forum/viewtopic.php?f=13&amp;amp;t=4986 &#039;&#039;Rayman 1&#039;&#039; topic at Pirate-Community]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Other]]&lt;/div&gt;</summary>
		<author><name>Technology4617</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=Category:Speedrunning&amp;diff=40774</id>
		<title>Category:Speedrunning</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=Category:Speedrunning&amp;diff=40774"/>
		<updated>2014-06-14T22:42:28Z</updated>

		<summary type="html">&lt;p&gt;Technology4617: Started a speedrunning page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For those wishing to speedrun or TAS games in the Rayman franchise, this page features a collection of the known tricks and glitches in each game, as well as tips to help speedrunners get through the game faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=[[Rayman 1]]=&lt;br /&gt;
&lt;br /&gt;
===Known Timesavers===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All Levels/General Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- The NTSC-U PlayStation version is the fastest version.&lt;br /&gt;
&lt;br /&gt;
- Jump-punching is twice as powerful as a regular punch.&lt;br /&gt;
&lt;br /&gt;
- You can manipulate trigger points to make something spawn earlier than it normally would.&lt;br /&gt;
&lt;br /&gt;
- Staying near the edge of the screen in autoscrollers (e.g., the second stage of Gong Heights, the third stage of Anguish Lagoon) allows you to get nearer to trigger points that advance the stage.&lt;br /&gt;
&lt;br /&gt;
- You can use your invincibility frames after you get hit by an enemy to access areas previously inaccessible.&lt;br /&gt;
&lt;br /&gt;
- The Rings can be manipulated to allow you to move greater distances.&lt;br /&gt;
&lt;br /&gt;
- The Helicopter power is slow, so avoid using it wherever possible.&lt;br /&gt;
&lt;br /&gt;
- You can change the direction of damage boosts by simply turning in a different direction before getting hit.&lt;br /&gt;
&lt;br /&gt;
- Avoid side-paths if you are required to backtrack a level, and only start backtracking once you get the running ability.&lt;br /&gt;
&lt;br /&gt;
- Jumping quickly to the left and right on vines allows you to get up them more quickly than simply climbing up them.&lt;br /&gt;
&lt;br /&gt;
- You can death abuse to checkpoints to avoid backtracking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PlayStation/Saturn Version&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pink Plant Woods&lt;br /&gt;
&lt;br /&gt;
- If timed correctly, you get through the second stage without stopping holding right.&lt;br /&gt;
&lt;br /&gt;
- When you get the ability to punch, jump earlier than you normally would to hit the plum, and then hit it as you are going down. The plum will fall earlier, and you can get up to the exit sign faster.&lt;br /&gt;
&lt;br /&gt;
- On the third stage, rather than going all the way to the top of the first vine, jump when you get to the first ledge (with the cage), jump across the next vine and hit the cage, and then simply jump up to the above platform.&lt;br /&gt;
&lt;br /&gt;
- Avoid all side paths.&lt;br /&gt;
&lt;br /&gt;
- You should have gotten three cages by the end of the level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Anguish Lagoon&lt;br /&gt;
&lt;br /&gt;
- Only get the two cages on the main path in the first stage.&lt;br /&gt;
&lt;br /&gt;
- Taking damage from the hunter at the end of the stage is quicker than waiting and punching him.&lt;br /&gt;
&lt;br /&gt;
- Waiting for Bzzit to get near the middle/top of the screen (both when charging and flying normally) saves time, since it doesn&#039;t take as long for him to get to the top, though, if he is charging, it is hard to do this without getting hit.&lt;br /&gt;
&lt;br /&gt;
- If the final hit for Bzzit is when he is charging, then the final hit should be administered immediately, since he always moves straight upward, even when off-screen.&lt;br /&gt;
&lt;br /&gt;
- You can get a life at the beginning of the autoscroller section by sticking near the bottom of the screen.&lt;br /&gt;
&lt;br /&gt;
- There are two trigger points for manipulating the scrolling speed of the level: at the other side of the platforms with the Antitoons and Lividstone, and behind the Hunter near the end of the stage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;- At the end of this level, be sure to go to Swamps of Forgetfulness first rather than Bongo Hills.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Swamps of Forgetfulness&lt;br /&gt;
&lt;br /&gt;
- Be sure to break all the cages in this level.&lt;br /&gt;
&lt;br /&gt;
- You can jump onto every swinging plum in this level directly from below.&lt;br /&gt;
&lt;br /&gt;
- On the second stage, it is easier to knock the plum on the platform with the Lividstone and Antitoons into the water if you go under the preceding platform first, and kill the first group of Antitoons and the Lividstone.&lt;br /&gt;
&lt;br /&gt;
- When you come across the lily hovering over the platform with the two Antitoons, simply standing near the edge allows you to not get hit at all.&lt;br /&gt;
&lt;br /&gt;
- On the third stage, jumping slightly early from the vine allows you to reach the cage&#039;s trigger point more quickly. This saves the time of both going all the way to the top of the vine, and the extraneous distance falling to catch all the Tings.&lt;br /&gt;
&lt;br /&gt;
- Don&#039;t jump off the platform at the end. Instead, simply walk off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Moskito&#039;s Nest&lt;br /&gt;
&lt;br /&gt;
- Only get the cage under the main platform (after the piranha section) on the first stage, but get all the cages on all of the other stages.&lt;br /&gt;
&lt;br /&gt;
- Get all the cages on all of the other stages.&lt;br /&gt;
&lt;br /&gt;
- On the second stage, you can grab the ledge of the second platform in the section with the three swinging spiky balls.&lt;br /&gt;
&lt;br /&gt;
- On the autoscroller stage with Moskito chasing you, there is one trigger point to change the scrolling speed: just before you get onto the platforms with the Antitoons, on the platform with the swinging spiky ball.&lt;br /&gt;
&lt;br /&gt;
- Waiting for Moskito to get near the middle/top of the screen (both when charging and flying normally) saves time, since it doesn&#039;t take as long for him to get to the top, though, if he is charging, it is hard to do this without getting hit.&lt;br /&gt;
&lt;br /&gt;
- If the final hit for Moskito is when he is charging, then the final hit should be administered immediately, since he always moves straight upward, even when off-screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bongo Hills&lt;br /&gt;
&lt;br /&gt;
- Break all the cages in this level if you are doing the route to get the 4th stage cage, If not, don&#039;t break any of the cages.&lt;br /&gt;
&lt;br /&gt;
- By hanging on the bottom sheet music bar at where you start and then dropping, you can trigger the two clouds, one of which will take you over to the cage.&lt;br /&gt;
&lt;br /&gt;
- Crouching and going under the sheet music bar and the bottom of the stage (that you would normally use to launch yourself over to the area with the clouds) is faster than going the normal route, but you must get the speed boost from the slope.&lt;br /&gt;
&lt;br /&gt;
- On the third stage, take the checkpoint, and then go to the left as you are falling through the moving balls. Hit the cage as you are falling down into the pit, which will then cause you to respawn at the checkpoint.&lt;br /&gt;
&lt;br /&gt;
- Due to a programming error, when you are going to the top on the flying maraca, going to the left and crouching under the wall at the top can cause you to zip to the exit sign. However, this is very hard to do, and not recommended for beginners.&lt;br /&gt;
&lt;br /&gt;
- If you aren&#039;t doing the zipping trick, you can simply ride the second maraca all the way to the top, though this is around 30 seconds lower.&lt;br /&gt;
&lt;br /&gt;
- On the fourth stage, by creating a massive distance between yourself and the Ring after you grab it, you can launch yourself all the way to the cage that would normally be impossible to get. This is very difficult to do, however, and an easier but slower trick is the &amp;quot;Lightning Boost,&amp;quot; which, after making an eye enemy shoot a lightning bolt at you, you can grab the ring normally and damage boost off the lightning bolt to get the cage.&lt;br /&gt;
&lt;br /&gt;
- On the fifth stage, if timed correctly, you can jump off the moving balls and grab onto the clarinet platform, and then drop down onto the cloud. If you fail this, then you can also drop through the balls down to the platform at the bottom (that you would normally go to). Then go to the top and damage boost off the top spiky ball, and then walk through the two spiky balls and hit the cage as you are falling. This is very difficult, though, and it is recommended for beginners to instead go the normal route.&lt;br /&gt;
&lt;br /&gt;
- On the final stage, by turning to the left before you get hit by the Drummer, you can damage boost through him.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[http://www.raymanpc.com/forum/viewtopic.php?f=13&amp;amp;t=4986 &#039;&#039;Rayman 1&#039;&#039; topic at Pirate-Community]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Other]]&lt;/div&gt;</summary>
		<author><name>Technology4617</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=Talk:Murray&amp;diff=37080</id>
		<title>Talk:Murray</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=Talk:Murray&amp;diff=37080"/>
		<updated>2013-12-24T01:58:10Z</updated>

		<summary type="html">&lt;p&gt;Technology4617: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Name==&lt;br /&gt;
I can see the name of this article was changed from &#039;Giant eel&#039; to &#039;Guardian of the Ocean World&#039;. Not only is it, in my opinion, unnecessarily long and contrived, it also makes very little sense as this article is about the species, and not specifically about the individual guarding the Sea of Serendipity. Moreover, the attribute &#039;giant&#039; may not be official, but calling them &#039;eels&#039; is not less justified than calling their smaller counterparts &#039;Mini-Murrays&#039;, as both names come from the level names.&lt;br /&gt;
&lt;br /&gt;
The &#039;small&#039; eels being called &#039;Mini-Murrays&#039; while having no visible connection with the boss &#039;Murray&#039;, which looks like a dragon and then a shrimp, but never like a giant eel, makes very little sense, it&#039;s true. However, if we are to blindly use level names as sources for creatures names (which I&#039;m not sure we should do, remember the &#039;Mocking bird&#039; discussion), we&#039;ll have to cope with it.&lt;br /&gt;
&lt;br /&gt;
In conclusion, this article should either be renamed &#039;Giant eel&#039; or just &#039;Eel&#039;, but the current name is an abomination. —[[File:RRRGBAIcon8.png|link=User:Hunchman801]][[File:RRRGBAIcon0.gif|link=User:Hunchman801]][[File:RRRGBAIcon1.png|link=User:Hunchman801]] 18:54, 21 May 2012 (CEST)&lt;br /&gt;
&lt;br /&gt;
:I&#039;d prefer to keep the word &#039;Guardian&#039; in the titles of the bird and eel articles, as it strengthens the connection between them and generally makes the layout of the game&#039;s progression clearer. How about &#039;Guardian Bird&#039; and &#039;Guardian Eel&#039;, or &#039;Music Guardian&#039; and &#039;Ocean Guardian&#039;?&lt;br /&gt;
&lt;br /&gt;
:I don&#039;t see any reason the article should be about the species rather than the individual. As far as I can recall, the giant eel is a unique character, while his small, pink, invincible counterparts are a distinctly different type of enemy. (However, all of this is moot if there are any other gigantic blue eels that I&#039;ve forgotten.)&lt;br /&gt;
&lt;br /&gt;
:The name &#039;Eel&#039; isn&#039;t strictly accurate either, as they&#039;re more like lobster centipede monsters than anything else. —[[User:Spiraldoor|Spiraldoor]] [[File:IconSpiralDoor.png|link=User:Spiraldoor]] 19:36, 21 May 2012 (CEST)&lt;br /&gt;
&lt;br /&gt;
:It is situations like this that I would like that developers concerned a little more in giving names to the creatures. What can I say... I also think the name is unecessairly too long, but I also think that naming just &amp;quot;Eel&amp;quot; would be minorizing the role of the character in the game. If the ingame textures don&#039;t give any tips, we must try to find better alternatives. I would call it something close to &amp;quot;Giant Blue Eel&amp;quot;. --[[Image:Sparkle.gif]][[User:Haruka|Haruka]][[Image:Sparkle.gif]] 20:31, 21 May 2012 (CEST)&lt;br /&gt;
&lt;br /&gt;
:One source that we haven&#039;t yet given much attention is the game&#039;s audio files, which were ripped by Drolpiraat. In the filenames, the bosses are referred to as &#039;Mountain Golem&#039;, &#039;Boss Bird&#039;, &#039;Boss Ocean&#039;, &#039;Boss Guardian&#039;, &#039;Ocean Guardian&#039;, &#039;Boss Moray&#039;, &#039;Boss Food&#039;, &#039;Mecha Boss Bird&#039;, &#039;Mecha BPL&#039;, and &#039;Big Mama&#039;. Some of them are obvious, but a few are confusing, and the very short length of the files doesn&#039;t help when it comes to identifying them. Maybe some of these could help us in determining a name for each boss? —[[User:Spiraldoor|Spiraldoor]] [[File:IconSpiralDoor.png|link=User:Spiraldoor]] 21:08, 21 May 2012 (CEST)&lt;br /&gt;
&lt;br /&gt;
::There are, actually, three &#039;giant eels&#039; in the game: one in Aim for the Eel!, guarding the Sea of Serendipity, and two in Murray of the Deep, chasing Rayman underwater. Hence the need to refer to the species.&lt;br /&gt;
::As concerns their name, either we take the level names at face value (mocking bird, eel, etc.) or we try to make up coherent names (the music boss doesn&#039;t look like a mockingbird, the ocean guardian doesn&#039;t look like an eel, etc.), but there&#039;s no third way. Since we seem to have chosen the first one, then lobster centipede monsters will be eels.&lt;br /&gt;
::I like Guardian bird for the music guardian. But what about the ocean guardian? Giant eel, Guardian eel, Giant blue eel? —[[File:RRRGBAIcon8.png|link=User:Hunchman801]][[File:RRRGBAIcon0.gif|link=User:Hunchman801]][[File:RRRGBAIcon1.png|link=User:Hunchman801]] 22:22, 21 May 2012 (CEST)&lt;br /&gt;
&lt;br /&gt;
:::[[Guardian Bird]] and [[Guardian Eel]], I guess? —[[User:Spiraldoor|Spiraldoor]] [[File:IconSpiralDoor.png|link=User:Spiraldoor]] 22:55, 21 May 2012 (CEST)&lt;br /&gt;
:::I&#039;m still saying Giant Blue Eel. --[[Image:Sparkle.gif]][[User:Haruka|Haruka]][[Image:Sparkle.gif]] 00:33, 22 May 2012 (CEST)&lt;br /&gt;
::::It says Giant Eel in the trophy list. --[[User:Iheckler9|iHeckler9]][[File:Life.gif|link=User:Iheckler9]] 08:50, 22 May 2012 (CEST)&lt;br /&gt;
:::::Come to think about it, that&#039;s probably where I got it from. No need to make up a name if there&#039;s already one: &#039;Giant Eel&#039; (should we capitalise the word &#039;Eel&#039;? grammar says no but the trophy says yes). The other names can be used as redirects. And since we&#039;re also discussing the bird, shouldn&#039;t it be &#039;Guardian bird&#039; rather than &#039;Guardian Bird&#039;? —[[File:RRRGBAIcon8.png|link=User:Hunchman801]][[File:RRRGBAIcon0.gif|link=User:Hunchman801]][[File:RRRGBAIcon1.png|link=User:Hunchman801]] 11:29, 22 May 2012 (CEST)&lt;br /&gt;
&lt;br /&gt;
::::::I would prefer to capitalise the name &#039;Giant Eel&#039;, as it&#039;s the closest thing the character has to a name, and calling him &#039;Giant eel&#039; or &#039;giant eel&#039; would stick out like a sore thumb next to all the other character articles on the wiki. Thankfully the trophy gives the &#039;Giant Eel&#039; spelling a measure of officiality.&lt;br /&gt;
::::::However, I don&#039;t think we should use the word &#039;Guardian&#039; in the name of one guardian and not the name of the other. If &#039;Guardian of the Ocean World&#039; is to be moved to &#039;Giant Eel&#039;, it follows that &#039;Guardian of the Music World&#039; should be moved to &#039;Giant Bird&#039; for the sake of consistency – which creates further problems, as there are two giant bird bosses in the game. It&#039;s a real mess.&lt;br /&gt;
::::::One idea I&#039;ve been toying with is naming the four main bosses after their benevolent counterparts. Maybe &#039;Forest King&#039;, &#039;Music King&#039;, &#039;Food King&#039; and &#039;Ocean King&#039;? Or &#039;Flower King&#039;, &#039;Bird King&#039;, &#039;Dragon King&#039; and &#039;Shrimp King&#039;? Just another possibility to consider. —[[User:Spiraldoor|Spiraldoor]] [[File:IconSpiralDoor.png|link=User:Spiraldoor]] 18:34, 22 May 2012 (CEST)&lt;br /&gt;
:::::::iHeckler is right, I didn&#039;t remind this. About the bird, I would call it Guardian bird, with the noun non capitalized. --[[Image:Sparkle.gif]][[User:Haruka|Haruka]][[Image:Sparkle.gif]] 12:32, 22 May 2012 (CEST)&lt;br /&gt;
::::::::There&#039;s still a big difference: Giant Eel is a species (one of these arguably being the Guardian eel), while the Guardian bird is an individual (and Giant bird arguably being the species). As concerns the kings, I&#039;d rather choose the second list, but why would we suddenly stop using the names from level names? Damn, Origins sure is a mess to document. —[[File:RRRGBAIcon8.png|link=User:Hunchman801]][[File:RRRGBAIcon0.gif|link=User:Hunchman801]][[File:RRRGBAIcon1.png|link=User:Hunchman801]] 12:21, 24 May 2012 (CEST)&lt;br /&gt;
::::::::How did we not think of this before? In the level Murray of the Deep, both the Giant Eel and the Shrimp King appear, so the name Murray could apply to either of them! And since Giant Eels are basically larger versions of Mini-Murrays, it now seems obvious that Murray actually refers to the Giant Eels. —[[File:RRRGBAIcon8.png|link=User:Hunchman801]][[File:RRRGBAIcon0.gif|link=User:Hunchman801]][[File:RRRGBAIcon1.png|link=User:Hunchman801]] 16:33, 24 May 2012 (CEST)&lt;br /&gt;
:::::::::Maybe the word &#039;Murray&#039; is actually a plural? That would explain why the level names are &#039;Beware of Mini-Murray&#039; and &#039;Murray of the Deep&#039;, rather than &#039;Beware of the Mini-Murrays&#039; and &#039;Murrays of the Deep&#039;. It could even be that it&#039;s both singular and plural, like the word &#039;sheep&#039; – this would explain the way in which it&#039;s used to describe both the individual Murray and the multiple Mini-Murray. —[[User:Spiraldoor|Spiraldoor]] [[File:IconSpiralDoor.png|link=User:Spiraldoor]] 17:20, 24 May 2012 (CEST)&lt;br /&gt;
&lt;br /&gt;
Um, isn&#039;t &amp;quot;Murray&amp;quot; the name of the boss, rather than the regular enemies? It simply sounds wrong to have the eel species to be &amp;quot;Murray,&amp;quot; and I am sure it is not what the developers intended. --[[User:Technology4617|technology4617]] ([[User talk:Technology4617|talk]]) 02:58, 24 December 2013 (CET)&lt;/div&gt;</summary>
		<author><name>Technology4617</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=Talk:Murray&amp;diff=37079</id>
		<title>Talk:Murray</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=Talk:Murray&amp;diff=37079"/>
		<updated>2013-12-24T01:57:33Z</updated>

		<summary type="html">&lt;p&gt;Technology4617: New post&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Name==&lt;br /&gt;
I can see the name of this article was changed from &#039;Giant eel&#039; to &#039;Guardian of the Ocean World&#039;. Not only is it, in my opinion, unnecessarily long and contrived, it also makes very little sense as this article is about the species, and not specifically about the individual guarding the Sea of Serendipity. Moreover, the attribute &#039;giant&#039; may not be official, but calling them &#039;eels&#039; is not less justified than calling their smaller counterparts &#039;Mini-Murrays&#039;, as both names come from the level names.&lt;br /&gt;
&lt;br /&gt;
The &#039;small&#039; eels being called &#039;Mini-Murrays&#039; while having no visible connection with the boss &#039;Murray&#039;, which looks like a dragon and then a shrimp, but never like a giant eel, makes very little sense, it&#039;s true. However, if we are to blindly use level names as sources for creatures names (which I&#039;m not sure we should do, remember the &#039;Mocking bird&#039; discussion), we&#039;ll have to cope with it.&lt;br /&gt;
&lt;br /&gt;
In conclusion, this article should either be renamed &#039;Giant eel&#039; or just &#039;Eel&#039;, but the current name is an abomination. —[[File:RRRGBAIcon8.png|link=User:Hunchman801]][[File:RRRGBAIcon0.gif|link=User:Hunchman801]][[File:RRRGBAIcon1.png|link=User:Hunchman801]] 18:54, 21 May 2012 (CEST)&lt;br /&gt;
&lt;br /&gt;
:I&#039;d prefer to keep the word &#039;Guardian&#039; in the titles of the bird and eel articles, as it strengthens the connection between them and generally makes the layout of the game&#039;s progression clearer. How about &#039;Guardian Bird&#039; and &#039;Guardian Eel&#039;, or &#039;Music Guardian&#039; and &#039;Ocean Guardian&#039;?&lt;br /&gt;
&lt;br /&gt;
:I don&#039;t see any reason the article should be about the species rather than the individual. As far as I can recall, the giant eel is a unique character, while his small, pink, invincible counterparts are a distinctly different type of enemy. (However, all of this is moot if there are any other gigantic blue eels that I&#039;ve forgotten.)&lt;br /&gt;
&lt;br /&gt;
:The name &#039;Eel&#039; isn&#039;t strictly accurate either, as they&#039;re more like lobster centipede monsters than anything else. —[[User:Spiraldoor|Spiraldoor]] [[File:IconSpiralDoor.png|link=User:Spiraldoor]] 19:36, 21 May 2012 (CEST)&lt;br /&gt;
&lt;br /&gt;
:It is situations like this that I would like that developers concerned a little more in giving names to the creatures. What can I say... I also think the name is unecessairly too long, but I also think that naming just &amp;quot;Eel&amp;quot; would be minorizing the role of the character in the game. If the ingame textures don&#039;t give any tips, we must try to find better alternatives. I would call it something close to &amp;quot;Giant Blue Eel&amp;quot;. --[[Image:Sparkle.gif]][[User:Haruka|Haruka]][[Image:Sparkle.gif]] 20:31, 21 May 2012 (CEST)&lt;br /&gt;
&lt;br /&gt;
:One source that we haven&#039;t yet given much attention is the game&#039;s audio files, which were ripped by Drolpiraat. In the filenames, the bosses are referred to as &#039;Mountain Golem&#039;, &#039;Boss Bird&#039;, &#039;Boss Ocean&#039;, &#039;Boss Guardian&#039;, &#039;Ocean Guardian&#039;, &#039;Boss Moray&#039;, &#039;Boss Food&#039;, &#039;Mecha Boss Bird&#039;, &#039;Mecha BPL&#039;, and &#039;Big Mama&#039;. Some of them are obvious, but a few are confusing, and the very short length of the files doesn&#039;t help when it comes to identifying them. Maybe some of these could help us in determining a name for each boss? —[[User:Spiraldoor|Spiraldoor]] [[File:IconSpiralDoor.png|link=User:Spiraldoor]] 21:08, 21 May 2012 (CEST)&lt;br /&gt;
&lt;br /&gt;
::There are, actually, three &#039;giant eels&#039; in the game: one in Aim for the Eel!, guarding the Sea of Serendipity, and two in Murray of the Deep, chasing Rayman underwater. Hence the need to refer to the species.&lt;br /&gt;
::As concerns their name, either we take the level names at face value (mocking bird, eel, etc.) or we try to make up coherent names (the music boss doesn&#039;t look like a mockingbird, the ocean guardian doesn&#039;t look like an eel, etc.), but there&#039;s no third way. Since we seem to have chosen the first one, then lobster centipede monsters will be eels.&lt;br /&gt;
::I like Guardian bird for the music guardian. But what about the ocean guardian? Giant eel, Guardian eel, Giant blue eel? —[[File:RRRGBAIcon8.png|link=User:Hunchman801]][[File:RRRGBAIcon0.gif|link=User:Hunchman801]][[File:RRRGBAIcon1.png|link=User:Hunchman801]] 22:22, 21 May 2012 (CEST)&lt;br /&gt;
&lt;br /&gt;
:::[[Guardian Bird]] and [[Guardian Eel]], I guess? —[[User:Spiraldoor|Spiraldoor]] [[File:IconSpiralDoor.png|link=User:Spiraldoor]] 22:55, 21 May 2012 (CEST)&lt;br /&gt;
:::I&#039;m still saying Giant Blue Eel. --[[Image:Sparkle.gif]][[User:Haruka|Haruka]][[Image:Sparkle.gif]] 00:33, 22 May 2012 (CEST)&lt;br /&gt;
::::It says Giant Eel in the trophy list. --[[User:Iheckler9|iHeckler9]][[File:Life.gif|link=User:Iheckler9]] 08:50, 22 May 2012 (CEST)&lt;br /&gt;
:::::Come to think about it, that&#039;s probably where I got it from. No need to make up a name if there&#039;s already one: &#039;Giant Eel&#039; (should we capitalise the word &#039;Eel&#039;? grammar says no but the trophy says yes). The other names can be used as redirects. And since we&#039;re also discussing the bird, shouldn&#039;t it be &#039;Guardian bird&#039; rather than &#039;Guardian Bird&#039;? —[[File:RRRGBAIcon8.png|link=User:Hunchman801]][[File:RRRGBAIcon0.gif|link=User:Hunchman801]][[File:RRRGBAIcon1.png|link=User:Hunchman801]] 11:29, 22 May 2012 (CEST)&lt;br /&gt;
&lt;br /&gt;
::::::I would prefer to capitalise the name &#039;Giant Eel&#039;, as it&#039;s the closest thing the character has to a name, and calling him &#039;Giant eel&#039; or &#039;giant eel&#039; would stick out like a sore thumb next to all the other character articles on the wiki. Thankfully the trophy gives the &#039;Giant Eel&#039; spelling a measure of officiality.&lt;br /&gt;
::::::However, I don&#039;t think we should use the word &#039;Guardian&#039; in the name of one guardian and not the name of the other. If &#039;Guardian of the Ocean World&#039; is to be moved to &#039;Giant Eel&#039;, it follows that &#039;Guardian of the Music World&#039; should be moved to &#039;Giant Bird&#039; for the sake of consistency – which creates further problems, as there are two giant bird bosses in the game. It&#039;s a real mess.&lt;br /&gt;
::::::One idea I&#039;ve been toying with is naming the four main bosses after their benevolent counterparts. Maybe &#039;Forest King&#039;, &#039;Music King&#039;, &#039;Food King&#039; and &#039;Ocean King&#039;? Or &#039;Flower King&#039;, &#039;Bird King&#039;, &#039;Dragon King&#039; and &#039;Shrimp King&#039;? Just another possibility to consider. —[[User:Spiraldoor|Spiraldoor]] [[File:IconSpiralDoor.png|link=User:Spiraldoor]] 18:34, 22 May 2012 (CEST)&lt;br /&gt;
:::::::iHeckler is right, I didn&#039;t remind this. About the bird, I would call it Guardian bird, with the noun non capitalized. --[[Image:Sparkle.gif]][[User:Haruka|Haruka]][[Image:Sparkle.gif]] 12:32, 22 May 2012 (CEST)&lt;br /&gt;
::::::::There&#039;s still a big difference: Giant Eel is a species (one of these arguably being the Guardian eel), while the Guardian bird is an individual (and Giant bird arguably being the species). As concerns the kings, I&#039;d rather choose the second list, but why would we suddenly stop using the names from level names? Damn, Origins sure is a mess to document. —[[File:RRRGBAIcon8.png|link=User:Hunchman801]][[File:RRRGBAIcon0.gif|link=User:Hunchman801]][[File:RRRGBAIcon1.png|link=User:Hunchman801]] 12:21, 24 May 2012 (CEST)&lt;br /&gt;
::::::::How did we not think of this before? In the level Murray of the Deep, both the Giant Eel and the Shrimp King appear, so the name Murray could apply to either of them! And since Giant Eels are basically larger versions of Mini-Murrays, it now seems obvious that Murray actually refers to the Giant Eels. —[[File:RRRGBAIcon8.png|link=User:Hunchman801]][[File:RRRGBAIcon0.gif|link=User:Hunchman801]][[File:RRRGBAIcon1.png|link=User:Hunchman801]] 16:33, 24 May 2012 (CEST)&lt;br /&gt;
:::::::::Maybe the word &#039;Murray&#039; is actually a plural? That would explain why the level names are &#039;Beware of Mini-Murray&#039; and &#039;Murray of the Deep&#039;, rather than &#039;Beware of the Mini-Murrays&#039; and &#039;Murrays of the Deep&#039;. It could even be that it&#039;s both singular and plural, like the word &#039;sheep&#039; – this would explain the way in which it&#039;s used to describe both the individual Murray and the multiple Mini-Murray. —[[User:Spiraldoor|Spiraldoor]] [[File:IconSpiralDoor.png|link=User:Spiraldoor]] 17:20, 24 May 2012 (CEST)&lt;br /&gt;
&lt;br /&gt;
Um, isn&#039;t &amp;quot;Murray&amp;quot; the name of the boss, rather than the regular enemies. It simply sounds wrong to have the eel species to be &amp;quot;Murray,&amp;quot; and I am sure it is not what the developers intended.&lt;/div&gt;</summary>
		<author><name>Technology4617</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=Mocking_Bird&amp;diff=37078</id>
		<title>Mocking Bird</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=Mocking_Bird&amp;diff=37078"/>
		<updated>2013-12-24T01:47:59Z</updated>

		<summary type="html">&lt;p&gt;Technology4617: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
{{Enemy&lt;br /&gt;
| Name = Mocking Bird&lt;br /&gt;
| image = [[File:Bossbird a1.png|320px]]&lt;br /&gt;
| alignment = Bad then good&lt;br /&gt;
| appears in = &#039;&#039;[[Rayman Origins]]&#039;&#039;&lt;br /&gt;
| location = [[Grumbling Grottos]]&lt;br /&gt;
| resistance = [[Image:Lifebar3.png|&#039;&#039;3 HP&#039;&#039;]]&lt;br /&gt;
| attacks = Inhale, Headbutt, Contact&lt;br /&gt;
| species = [[Bird]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Bossbird a2.png|thumb|left|100px|The Mocking Bird&#039;s true form]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Mocking Bird&#039;&#039;&#039; is a massive [[bird]] enemy and the boss of the [[Grumbling Grottos]] in &#039;&#039;[[Rayman Origins]]&#039;&#039;. It is found in the level [[To Bubblize a Mocking Bird]]. The heroes must defeat it, along with [[Four Kings|the other Kings]], in order to open the [[Dreamer&#039;s Door]].&lt;br /&gt;
&lt;br /&gt;
Comparisons have been drawn between the Mocking Bird boss and the Angry Birds from the iOS game of the same name. However, the similarity was not an intentional reference; the developers needed to create a boss with a circular collision shape.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ROcharacters}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Birds]]&lt;br /&gt;
[[Category:Bosses from Rayman Origins]]&lt;br /&gt;
[[Category:Friends from Rayman Origins]]&lt;/div&gt;</summary>
		<author><name>Technology4617</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=Talk:Space_Mama&amp;diff=35223</id>
		<title>Talk:Space Mama</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=Talk:Space_Mama&amp;diff=35223"/>
		<updated>2013-08-26T05:00:58Z</updated>

		<summary type="html">&lt;p&gt;Technology4617: /* Manual */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have edited the Trivia section according to this text from the official Rayman 3 site published in 2003:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Unique descendant de la lignée des Shoedsackovskaïa, le Comte Razoff s&#039;est installé il y a bien longtemps dans les marais afin de perpétuer la tradition familiale. En effet, chaque membre doit ramener à l&#039;âge adulte une proie extraordinaire. Malheureusement, Razoff n&#039;a jamais trouvé de proie à la hauteur de celle de ses ancêtres : le légendaire Abominable Géranium des Mers de Cacatoès ou la Space Mama de la Cité des Images.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I can&#039;t be bothered to translate it right now but basically, it says that Razoff failed to perpetuate the family tradition consisting in capturing an extraordinary prey, and it mentions two of them: the legendary Abominable Geranium of the Seas of Cockatoo and the Space Mama of Picture City. Nowhere is Zaroff mentioned as the one who captured the latter, neither is it said that she was shot.&lt;br /&gt;
&lt;br /&gt;
Any new modifications will be welcome &#039;&#039;&#039;in the light of valid sources&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
— [[User:Hunchman801|Hunchman801]] 13:21, 19 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Ah.... i get it.... when i read Spiral&#039;s post about this:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Only descendant of the Shoedsackovskaïa family, Count Razoff settled a long time ago in the swamps in order to perpetuate the familial tradition. In fact, each member must come back once adult with an extraordinary prey. Unfortunately, Razoff has never found a prey matching up to those of his ancestors: the legendary Abominable Geranium of the Seas of Cockatoo or the Space Mama of Picture City.&lt;br /&gt;
&lt;br /&gt;
I get the impression that his paternal grandfather, Nimrod, shot the Abominable Geranium, and his father, Zaroff, shot Space Mama. ~Spiral&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I thought that Nimrod really shot Geranium and Zarrof shot Space mama.... but it was only what he thought :P ~R4321&lt;br /&gt;
&lt;br /&gt;
==Mama==&lt;br /&gt;
&lt;br /&gt;
&#039;This is the world of images, and also the world of mirages: passing across the stage of a small theatre, Rayman can find on his path beings straight from a pirate or a science fiction film. In particular, he meets &#039;&#039;&#039;Mama&#039;&#039;&#039;, an impressive shrew armed with a bizarre rolling pin...&#039;&lt;br /&gt;
&lt;br /&gt;
Nowhere in there does it say her name is Space Mama. I believe her name is actually Mama and the two versions of herself are Viking Mama and Space Mama. Also it would explain the different set-up of the pirates; before they were dressed like Vikings, but then maybe Mama decided to go more powerful and dress up as a spacewoman; presumably her minions did too.[[User:Iheckler9|Iheckler9]] 20:21, 17 December 2010 (UTC)&lt;br /&gt;
:I know what you mean, and you do have a point. Likewise it might be appropriate to move &#039;Mr Skops&#039; to &#039;Skops the Scorpion&#039;, which is what the manual calls him. But I don&#039;t think we should do either of these things. People have been calling her &#039;Space Mama&#039; for fifteen years now... it would be a bit weird and pointless for us to change our official stance to the much more generic name &#039;Mama&#039;. She has two identities, the &#039;Space Mama&#039; and the untitled &#039;Pirate Mama&#039; – &#039;Space Mama&#039; is her final, more powerful and more &#039;true&#039; form, and it&#039;s the only one given by the game itself. It&#039;s also the one used in the description of the exploits of the Shoedsackovskaïa family. I really think we should let this particular sleeping dog lie. Everyone is always going to call her &#039;Space Mama&#039;, no matter what we do. —[[User:Spiraldoor|Spiraldoor]] 14:41, 18 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Viking Mama ==&lt;br /&gt;
&lt;br /&gt;
Unless this name is mentioned if some official material I am not aware of, it is to be removed from the article immediately. Where did you get it from, iHeckler? —[[File:RRRGBAIcon8.png|link=User:Hunchman801]][[File:RRRGBAIcon0.gif|link=User:Hunchman801]][[File:RRRGBAIcon1.png|link=User:Hunchman801]] 15:49, 15 May 2011 (UTC)&lt;br /&gt;
:I&#039;m sure that because there is a Space Mama (in space) and a Space Mama in &#039;Viking getup&#039;, the latter should be called Viking Mama. However, I am aware that the name is unofficial, so discard my changes if you see fit. --[[User:Iheckler9|iHeckler9]][[File:Life.gif|link=User:Iheckler9]] 16:24, 15 May 2011 (UTC)&lt;br /&gt;
::Your theory makes perfect sense, but it&#039;s nothing more than unsourced assumptions in the end. Not to mention that Vikings did not even wear horned helmets. Let&#039;s stick to official material instead. —[[File:RRRGBAIcon8.png|link=User:Hunchman801]][[File:RRRGBAIcon0.gif|link=User:Hunchman801]][[File:RRRGBAIcon1.png|link=User:Hunchman801]] 16:40, 15 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Manual==&lt;br /&gt;
In the game manual for the NTSC release, it describes Space Mama as &amp;quot;a tough cookie with a deadly rolling pin&amp;quot;, though the wording could be different in the PAL version. It&#039;s a minor thing, but I want to make sure before I edit the page. --[[User:Technology4617|technology4617]] ([[User talk:Technology4617|talk]]) 07:00, 26 August 2013 (CEST)&lt;/div&gt;</summary>
		<author><name>Technology4617</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=Talk:Space_Mama&amp;diff=35222</id>
		<title>Talk:Space Mama</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=Talk:Space_Mama&amp;diff=35222"/>
		<updated>2013-08-26T05:00:33Z</updated>

		<summary type="html">&lt;p&gt;Technology4617: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have edited the Trivia section according to this text from the official Rayman 3 site published in 2003:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Unique descendant de la lignée des Shoedsackovskaïa, le Comte Razoff s&#039;est installé il y a bien longtemps dans les marais afin de perpétuer la tradition familiale. En effet, chaque membre doit ramener à l&#039;âge adulte une proie extraordinaire. Malheureusement, Razoff n&#039;a jamais trouvé de proie à la hauteur de celle de ses ancêtres : le légendaire Abominable Géranium des Mers de Cacatoès ou la Space Mama de la Cité des Images.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I can&#039;t be bothered to translate it right now but basically, it says that Razoff failed to perpetuate the family tradition consisting in capturing an extraordinary prey, and it mentions two of them: the legendary Abominable Geranium of the Seas of Cockatoo and the Space Mama of Picture City. Nowhere is Zaroff mentioned as the one who captured the latter, neither is it said that she was shot.&lt;br /&gt;
&lt;br /&gt;
Any new modifications will be welcome &#039;&#039;&#039;in the light of valid sources&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
— [[User:Hunchman801|Hunchman801]] 13:21, 19 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Ah.... i get it.... when i read Spiral&#039;s post about this:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Only descendant of the Shoedsackovskaïa family, Count Razoff settled a long time ago in the swamps in order to perpetuate the familial tradition. In fact, each member must come back once adult with an extraordinary prey. Unfortunately, Razoff has never found a prey matching up to those of his ancestors: the legendary Abominable Geranium of the Seas of Cockatoo or the Space Mama of Picture City.&lt;br /&gt;
&lt;br /&gt;
I get the impression that his paternal grandfather, Nimrod, shot the Abominable Geranium, and his father, Zaroff, shot Space Mama. ~Spiral&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I thought that Nimrod really shot Geranium and Zarrof shot Space mama.... but it was only what he thought :P ~R4321&lt;br /&gt;
&lt;br /&gt;
==Mama==&lt;br /&gt;
&lt;br /&gt;
&#039;This is the world of images, and also the world of mirages: passing across the stage of a small theatre, Rayman can find on his path beings straight from a pirate or a science fiction film. In particular, he meets &#039;&#039;&#039;Mama&#039;&#039;&#039;, an impressive shrew armed with a bizarre rolling pin...&#039;&lt;br /&gt;
&lt;br /&gt;
Nowhere in there does it say her name is Space Mama. I believe her name is actually Mama and the two versions of herself are Viking Mama and Space Mama. Also it would explain the different set-up of the pirates; before they were dressed like Vikings, but then maybe Mama decided to go more powerful and dress up as a spacewoman; presumably her minions did too.[[User:Iheckler9|Iheckler9]] 20:21, 17 December 2010 (UTC)&lt;br /&gt;
:I know what you mean, and you do have a point. Likewise it might be appropriate to move &#039;Mr Skops&#039; to &#039;Skops the Scorpion&#039;, which is what the manual calls him. But I don&#039;t think we should do either of these things. People have been calling her &#039;Space Mama&#039; for fifteen years now... it would be a bit weird and pointless for us to change our official stance to the much more generic name &#039;Mama&#039;. She has two identities, the &#039;Space Mama&#039; and the untitled &#039;Pirate Mama&#039; – &#039;Space Mama&#039; is her final, more powerful and more &#039;true&#039; form, and it&#039;s the only one given by the game itself. It&#039;s also the one used in the description of the exploits of the Shoedsackovskaïa family. I really think we should let this particular sleeping dog lie. Everyone is always going to call her &#039;Space Mama&#039;, no matter what we do. —[[User:Spiraldoor|Spiraldoor]] 14:41, 18 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Viking Mama ==&lt;br /&gt;
&lt;br /&gt;
Unless this name is mentioned if some official material I am not aware of, it is to be removed from the article immediately. Where did you get it from, iHeckler? —[[File:RRRGBAIcon8.png|link=User:Hunchman801]][[File:RRRGBAIcon0.gif|link=User:Hunchman801]][[File:RRRGBAIcon1.png|link=User:Hunchman801]] 15:49, 15 May 2011 (UTC)&lt;br /&gt;
:I&#039;m sure that because there is a Space Mama (in space) and a Space Mama in &#039;Viking getup&#039;, the latter should be called Viking Mama. However, I am aware that the name is unofficial, so discard my changes if you see fit. --[[User:Iheckler9|iHeckler9]][[File:Life.gif|link=User:Iheckler9]] 16:24, 15 May 2011 (UTC)&lt;br /&gt;
::Your theory makes perfect sense, but it&#039;s nothing more than unsourced assumptions in the end. Not to mention that Vikings did not even wear horned helmets. Let&#039;s stick to official material instead. —[[File:RRRGBAIcon8.png|link=User:Hunchman801]][[File:RRRGBAIcon0.gif|link=User:Hunchman801]][[File:RRRGBAIcon1.png|link=User:Hunchman801]] 16:40, 15 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Manual==&lt;br /&gt;
In the game manual for the NTSC release, it describes Space Mama as &amp;quot;a tough cookie with a deadly rolling pin&amp;quot;, though the wording could be different in the PAL version. It&#039;s a minor thing, but I want to make sure before I edit the page.&lt;/div&gt;</summary>
		<author><name>Technology4617</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=User_talk:Cairnie&amp;diff=34574</id>
		<title>User talk:Cairnie</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=User_talk:Cairnie&amp;diff=34574"/>
		<updated>2013-04-24T05:20:55Z</updated>

		<summary type="html">&lt;p&gt;Technology4617: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==~==&lt;br /&gt;
&lt;br /&gt;
Your ONLY meant to submit official material on wikis, otherwise they won&#039;t accept what you write, if you think your allowed to just write a load of fan-written stuff, then your wrong, you have to say what the official stuff says, or else you get banned, only sheer luck if you havn&#039;t been. --[[User:Scarlo-hara|Scarlo-hara]] 21:35, 27 April 2008 (CEST)&lt;br /&gt;
&lt;br /&gt;
You do know I can ban people on here now that I&#039;m an admin, right?  Any more lip from you and I may just well do that.  And please DON&#039;T remove old comments from talk pages. This is your final warning.  --[[User:Staceyw|StaceyW]] 21:49, 27 April 2008 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Excuse me, I have a question. ==&lt;br /&gt;
&lt;br /&gt;
Um, yeah...why can&#039;t I get an account on this wiki? I have been helping the wiki and providing valid information about&lt;br /&gt;
each character in the game. Do I have to get permission before I can get an account? Thank-you.--[[Special:Contributions/98.183.183.210|98.183.183.210]] 06:23, 4 January 2009 (UTC)&lt;br /&gt;
*  You need to register at the RaymanPC forums first, and then register for a place at the wiki with the same login info.  Hope that helps, and good luck with contributing.  ;) -- [[Image:RKartHead.gif]]  &#039;&#039;&#039;[[User:Staceyw|StaceyW]] &amp;amp;#9836;&#039;&#039;&#039; 11:15, 4 January 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Oh okay! Thank-you. :D--[[Special:Contributions/98.183.183.210|98.183.183.210]] 22:23, 4 January 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
No i am not that person that keeps editing that posts. 22:12, 30 December 2009 (UTC)&lt;br /&gt;
Because since today i used Raymanfan219 Wrote: but okay now i&#039;m going to sign it. ([[User:Raymanfan219|I am new here]] 22:12, 30 December 2009 (UTC))Also the time on Raywiki is a hour difference with mine.&lt;br /&gt;
&lt;br /&gt;
== Upload ==&lt;br /&gt;
&lt;br /&gt;
Good evening,&lt;br /&gt;
&lt;br /&gt;
I&#039;d like to report a glitch: when images are resized by the wiki software, they don&#039;t appear. The upload system seems to work actualy.&lt;br /&gt;
&lt;br /&gt;
Regards,&lt;br /&gt;
&lt;br /&gt;
[[User:Rigolo|Rainbow Idiot Game Overlord Lover Online]] 19:47, 25 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: It&#039;s been like this since the wiki software changed and muddled up the entire file system, meaning that any pics that were uploaded after the 11th March aren&#039;t viewable as thumbnails.  Hunchman801 is aware of this and he&#039;&#039;ll try to fix it as quickly as poss.  ;)  -- [[Image:RKartHead.gif]]  &#039;&#039;&#039;[[User:Staceyw|StaceyW]] &amp;amp;#9836;&#039;&#039;&#039; 20:43, 25 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Well yeah, for some reason MediaWiki creates some folders with a 744 chmod, which basically prevents visitors from seeing certain images. I have just performed a recursive chmod change, which means that all images now appear, but the glitch will still occur for new pictures. I&#039;ll keep you in touch! --[[User:Hunchman801|Hunchman801]] 23:39, 25 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: Thank you, I will try to upload another picture soon. I have another question though: I&#039;m currently writing the Pirate Community article (or at least I&#039;m doing my best, lol) and I was starting to wonder if I should create articles about the most important and notorious members of the online Rayman community (like Hunchman). Thank you for your reply!&lt;br /&gt;
&lt;br /&gt;
::: [[User:Rigolo|Rigolo]] 00:12, 26 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: I don&#039;t think it&#039;s a good idea. Creating articles about Rayman websites is already enough ;) --[[User:Hunchman801|Hunchman801]] 17:03, 31 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Question about editing ==&lt;br /&gt;
&lt;br /&gt;
I have one question. How can I edit this green table in, for example, [[Grolem 13|this article]]?&lt;br /&gt;
: That&#039;s a template and it can be edited here. [[Template:R2characters]] -- [[Image:RKartHead.gif]]  &#039;&#039;&#039;[[User:Staceyw|StaceyW]] &amp;amp;#9836;&#039;&#039;&#039; 17:29, 20 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Question Just In Case I Get In Trouble ==&lt;br /&gt;
[[User:Staceyw|Staceyw]], you know the [[Hoodlum]] template characters thing on the bottom of your page. Well, is it avalable to use yet because the [[Hoodlums]] could use them. [[User: Evil rayman|Evil Rayman]]&lt;br /&gt;
: Not yet I&#039;m afraid, I&#039;m still not sure on whether to put the non-hoodlum enemies [Razoff, Begoniax etc] in this template or not.  I&#039;ll ask some people about it. --[[Image:RKartHead.gif]]  &#039;&#039;&#039;[[User:Staceyw|StaceyW]] &amp;amp;#9836;&#039;&#039;&#039; 18:03, 20 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Whoops! ==&lt;br /&gt;
Hi, I&#039;ve just made a new category: vehicle, but it should be a plural like all the others, but I don&#039;t know how to move on categories. Help please!&lt;br /&gt;
: Just make another one with the plural and I&#039;ll delete the old one. Also please sign your talk posts! &amp;lt;nowiki&amp;gt;(~~~~)&amp;lt;/nowiki&amp;gt; --[[Image:RKartHead.gif]]  &#039;&#039;&#039;[[User:Staceyw|StaceyW]] &amp;amp;#9836;&#039;&#039;&#039; 10:25, 25 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Okay how do i post anywhere?&lt;br /&gt;
: if you really need help, try asking [http://raymanpc.com/forum/viewtopic.php?f=73&amp;amp;t=4954&amp;amp;start=120 here].  --[[Image:RKartHead.gif]]  &#039;&#039;&#039;[[User:Staceyw|StaceyW]] &amp;amp;#9836;&#039;&#039;&#039; 23:20, 29 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Reply to the scans commentary ==&lt;br /&gt;
&lt;br /&gt;
I don&#039;t see what&#039;s the problem of uploading here the scans of a review from RR:TiT game, even if no one has played it yet.&lt;br /&gt;
: First of all please sign your posts on talk pages &amp;lt;nowiki&amp;gt;(~~~~)&amp;lt;/nowiki&amp;gt;.  So long as there&#039;s going to be some use of the scans they can stay up there, but I just thought it&#039;s weird as we don&#039;t even have any screens of it or anything.  --[[Image:RKartHead.gif]]  &#039;&#039;&#039;[[User:Staceyw|StaceyW]] &amp;amp;#9836;&#039;&#039;&#039; 12:20, 11 December 2010 (UTC)&lt;br /&gt;
: Gonna respond to your PM here because it wasn&#039;t really necessary.  You can either sign posts with the 4 tildes or by pressing the second from last button in that row of buttons.  It won&#039;t sign automatically on any wiki, let alone Raywiki. --[[Image:RKartHead.gif]]  &#039;&#039;&#039;[[User:Staceyw|StaceyW]] &amp;amp;#9836;&#039;&#039;&#039; 22:41, 14 December 2010 (UTC)&lt;br /&gt;
:: I&#039;ve figured out before you replying but thanks anyway. --[[User:Haruka|Haruka]] 22:48, 14 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Zenith Harbour ==&lt;br /&gt;
&lt;br /&gt;
Thanks for repositionating the two pictures, I have forgotten to place them in the right side. --[[User:Haruka|Haruka]] 22:39, 14 December 2010 (UTC)&lt;br /&gt;
: um it&#039;s OK, [[Help:Image]] should help you in future. --[[Image:RKartHead.gif]]  &#039;&#039;&#039;[[User:Staceyw|StaceyW]] &amp;amp;#9836;&#039;&#039;&#039; 22:42, 14 December 2010 (UTC)&lt;br /&gt;
:: I know, I only forgot to change &amp;quot;left&amp;quot; to &amp;quot;right&amp;quot;. :) --[[User:Haruka|Haruka]] 22:47, 14 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== RRR snapshots ==&lt;br /&gt;
&lt;br /&gt;
Hey Stace, please make sure you edit the file descriptions of the new RRR images you&#039;ve uploaded! ;) —[[User:Hunchman801|Hunchman801]] 21:59, 24 January 2011 (UTC)&lt;br /&gt;
: The bits that list the platform and whether it meets the quality requirements?  OK --[[Image:RKartHead.gif]]  &#039;&#039;&#039;[[User:Staceyw|StaceyW]] &amp;amp;#9836;&#039;&#039;&#039; 22:00, 24 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Pictures==&lt;br /&gt;
&lt;br /&gt;
( Quoting your phrase &amp;quot;(Hey Haruka you&#039;re probably better off uploading new versions of the old PS2 screens)&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Hunch already asked me to do it a few days ago. :) I&#039;ll take care of it. --[[User:Haruka|Haruka]] 20:28, 27 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== RGH images ==&lt;br /&gt;
&lt;br /&gt;
Hi there! Could you please add the &#039;&#039;Image&#039;&#039; template to the RGH snapshots you&#039;ve uploaded (such as [[:File:RGH DS1.jpg|this one]])? Thank you! —[[File:RRRGBAIcon8.png|link=User:Hunchman801]][[File:RRRGBAIcon0.gif|link=User:Hunchman801]][[File:RRRGBAIcon1.png|link=User:Hunchman801]] 17:45, 19 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== RM images ==&lt;br /&gt;
&lt;br /&gt;
Hi! Could you also add the &#039;&#039;Image&#039;&#039; template to the &#039;&#039;Rayman M&#039;&#039; snapshots you&#039;ve uploaded (there&#039;s many the level templates)? Thank you! —[[File:RRRGBAIcon8.png|link=User:Hunchman801]][[File:RRRGBAIcon0.gif|link=User:Hunchman801]][[File:RRRGBAIcon1.png|link=User:Hunchman801]] 10:16, 10 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Sorry about the manual of style I am new to this wiki--[[User:Yoshidude99|Yoshidude99]] 23:38, 16 March 2012 (CET)&lt;br /&gt;
&lt;br /&gt;
==Template==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;navbox&amp;quot; style=&amp;quot;margin: 0 auto 0 auto; padding: 0.2em; border-width: 2px; border-style: solid; border-color:#fbcf85; background:#4e3819&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;background:#e25b23&amp;quot; width=&amp;quot;100%&amp;quot; |&amp;lt;span style=&amp;quot;color:#fbcf85&amp;quot;&amp;gt;Andre&#039;s Hoodlum Army&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;text-align:center;vertical-align:top;font-size:smaller;&amp;quot;&amp;gt; | [[Hoodblaster]] | [[Slapdash]] | [[Hoodoo]] | [[Hoodstormer]] | [[Heckler]] | [[Hoodboom]] | [[Stumbleboom]] | [[Grim]] | [[Grim Keeper]] | [[Spineroo]] | [[Masterkaag]] | [[Lavomatrix]] | [[Caporal]]&lt;br /&gt;
|}&amp;lt;noinclude&amp;gt;[[Category: Navigation Templates|{{PAGENAME}}]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Is it possible for me to twiddle with this and use it on the wiki? --[[User:Iheckler9|iHeckler9]][[File:Life.gif|link=User:Iheckler9]] 17:41, 15 May 2012 (CEST)&lt;br /&gt;
: Sure go ahead, I&#039;m probably not gonna tweak it myself. --[[User:Cairnie|Cairnie]] 11:20, 18 May 2012 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Image templates ==&lt;br /&gt;
&lt;br /&gt;
Hi Stace,&lt;br /&gt;
&lt;br /&gt;
Could you please add the Image and/or ImageOK templates to the following files you&#039;ve uploaded:&lt;br /&gt;
*File:RRushTitle.PNG&lt;br /&gt;
*File:RRushPlay_001.PNG&lt;br /&gt;
*File:RRushPlay_002.jpg&lt;br /&gt;
*File:RRushPlay_003.jpg&lt;br /&gt;
&lt;br /&gt;
But before that, could you also please replace the first two with JPGs instead of PNGs?&lt;br /&gt;
&lt;br /&gt;
Thanks a lot!&lt;br /&gt;
&lt;br /&gt;
—[[File:RRRGBAIcon8.png|link=User:Hunchman801]][[File:RRRGBAIcon0.gif|link=User:Hunchman801]][[File:RRRGBAIcon1.png|link=User:Hunchman801]] 14:01, 10 October 2012 (CEST)&lt;br /&gt;
&lt;br /&gt;
: Hi, I&#039;ve replaced the first two with brand new captures done at the PS1&#039;s native res (320x240 I presume?) and tagged them, though with the other two I think I should take new screens of the gameplay altogether as well as some more than just the four.  I really didn&#039;t know what I was doing back in 2008 but now I&#039;ve got a PS1 emulator that actually works for me again I can do that.&lt;br /&gt;
&lt;br /&gt;
:As for the 1000th Lum in R3GBA, I actually don&#039;t think I&#039;ve even come that far as far as emulating the game is concerned =O  With time either me or Haruka can get a screen of that.  --[[User:Cairnie|Cairnie]] ([[User talk:Cairnie|talk]]) 21:22, 11 October 2012 (CEST)&lt;br /&gt;
::I can take care of the screenshot of the 1000th Lum. Luckily I have a save file that is at 60% so it won&#039;t take long to reach that level. --[[Image:Sparkle.gif]][[User:Haruka|Haruka]][[Image:Sparkle.gif]] 22:40, 11 October 2012 (CEST)&lt;br /&gt;
::Thanks to both of you! —[[File:RRRGBAIcon8.png|link=User:Hunchman801]][[File:RRRGBAIcon0.gif|link=User:Hunchman801]][[File:RRRGBAIcon1.png|link=User:Hunchman801]] 16:14, 12 October 2012 (CEST)&lt;br /&gt;
::Also, Stace, please be careful when deleting files that are used on other wikis (it&#039;s all displayed in the file usage section of the file page). Replacing the PNGs by JPGs was of course needed but this broke the links on the French wiki too and Boomboleros had to fix this. —[[File:RRRGBAIcon8.png|link=User:Hunchman801]][[File:RRRGBAIcon0.gif|link=User:Hunchman801]][[File:RRRGBAIcon1.png|link=User:Hunchman801]] 16:21, 12 October 2012 (CEST)&lt;br /&gt;
::And in the Hungarian wiki as well! I hope you see why we must not delete blindly now. ;) —[[File:RRRGBAIcon8.png|link=User:Hunchman801]][[File:RRRGBAIcon0.gif|link=User:Hunchman801]][[File:RRRGBAIcon1.png|link=User:Hunchman801]] 16:30, 12 October 2012 (CEST)&lt;br /&gt;
:::Just to inform that I already took care of the 1000th Lum screenshot. :) --[[Image:Sparkle.gif]][[User:Haruka|Haruka]][[Image:Sparkle.gif]] 16:14, 20 October 2012 (CEST)&lt;br /&gt;
:::Stace, can you please take care of File:RRushPlay_002.jpg and File:RRushPlay_003.jpg as well? Thank you. —[[File:RRRGBAIcon8.png|link=User:&lt;br /&gt;
Hunchman801]][[File:RRRGBAIcon0.gif|link=User:Hunchman801]][[File:RRRGBAIcon1.png|link=User:Hunchman801]] 18:36, 22 October 2012 (CEST)&lt;br /&gt;
::::Done and dusted for now, sorry about the wait. --[[User:Cairnie|Cairnie]] ([[User talk:Cairnie|talk]]) 12:30, 26 October 2012 (CEST)&lt;br /&gt;
&lt;br /&gt;
==A Quick Useless Comment==&lt;br /&gt;
&lt;br /&gt;
Billy West has done more than just voiced the Rayman DVD lol. It&#039;s cool that you met him. Also, I tend to support the Rabbids wank, mainly since the Rabbids have skewed the view of the character Rayman at my school, but I can understand that some like them. I don&#039;t really have an opinion on the games&#039; quality yet, because I haven&#039;t played them, but I think of Rayman as the first two games and Rayman Origins. Guess I should try the Rabbids games sometime, though. Sincerely, Mr. Australia, also technology4617, Xenomorph King, and Alex to my dear friends. --[[User:Technology4617|technology4617]] ([[User talk:Technology4617|talk]]) 07:20, 24 April 2013 (CEST)&lt;/div&gt;</summary>
		<author><name>Technology4617</name></author>
	</entry>
	<entry>
		<id>https://raymanpc.com/wiki/script-en/index.php?title=User_talk:Cairnie&amp;diff=34573</id>
		<title>User talk:Cairnie</title>
		<link rel="alternate" type="text/html" href="https://raymanpc.com/wiki/script-en/index.php?title=User_talk:Cairnie&amp;diff=34573"/>
		<updated>2013-04-24T05:18:12Z</updated>

		<summary type="html">&lt;p&gt;Technology4617: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==~==&lt;br /&gt;
&lt;br /&gt;
Your ONLY meant to submit official material on wikis, otherwise they won&#039;t accept what you write, if you think your allowed to just write a load of fan-written stuff, then your wrong, you have to say what the official stuff says, or else you get banned, only sheer luck if you havn&#039;t been. --[[User:Scarlo-hara|Scarlo-hara]] 21:35, 27 April 2008 (CEST)&lt;br /&gt;
&lt;br /&gt;
You do know I can ban people on here now that I&#039;m an admin, right?  Any more lip from you and I may just well do that.  And please DON&#039;T remove old comments from talk pages. This is your final warning.  --[[User:Staceyw|StaceyW]] 21:49, 27 April 2008 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Excuse me, I have a question. ==&lt;br /&gt;
&lt;br /&gt;
Um, yeah...why can&#039;t I get an account on this wiki? I have been helping the wiki and providing valid information about&lt;br /&gt;
each character in the game. Do I have to get permission before I can get an account? Thank-you.--[[Special:Contributions/98.183.183.210|98.183.183.210]] 06:23, 4 January 2009 (UTC)&lt;br /&gt;
*  You need to register at the RaymanPC forums first, and then register for a place at the wiki with the same login info.  Hope that helps, and good luck with contributing.  ;) -- [[Image:RKartHead.gif]]  &#039;&#039;&#039;[[User:Staceyw|StaceyW]] &amp;amp;#9836;&#039;&#039;&#039; 11:15, 4 January 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Oh okay! Thank-you. :D--[[Special:Contributions/98.183.183.210|98.183.183.210]] 22:23, 4 January 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
No i am not that person that keeps editing that posts. 22:12, 30 December 2009 (UTC)&lt;br /&gt;
Because since today i used Raymanfan219 Wrote: but okay now i&#039;m going to sign it. ([[User:Raymanfan219|I am new here]] 22:12, 30 December 2009 (UTC))Also the time on Raywiki is a hour difference with mine.&lt;br /&gt;
&lt;br /&gt;
== Upload ==&lt;br /&gt;
&lt;br /&gt;
Good evening,&lt;br /&gt;
&lt;br /&gt;
I&#039;d like to report a glitch: when images are resized by the wiki software, they don&#039;t appear. The upload system seems to work actualy.&lt;br /&gt;
&lt;br /&gt;
Regards,&lt;br /&gt;
&lt;br /&gt;
[[User:Rigolo|Rainbow Idiot Game Overlord Lover Online]] 19:47, 25 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: It&#039;s been like this since the wiki software changed and muddled up the entire file system, meaning that any pics that were uploaded after the 11th March aren&#039;t viewable as thumbnails.  Hunchman801 is aware of this and he&#039;&#039;ll try to fix it as quickly as poss.  ;)  -- [[Image:RKartHead.gif]]  &#039;&#039;&#039;[[User:Staceyw|StaceyW]] &amp;amp;#9836;&#039;&#039;&#039; 20:43, 25 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Well yeah, for some reason MediaWiki creates some folders with a 744 chmod, which basically prevents visitors from seeing certain images. I have just performed a recursive chmod change, which means that all images now appear, but the glitch will still occur for new pictures. I&#039;ll keep you in touch! --[[User:Hunchman801|Hunchman801]] 23:39, 25 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: Thank you, I will try to upload another picture soon. I have another question though: I&#039;m currently writing the Pirate Community article (or at least I&#039;m doing my best, lol) and I was starting to wonder if I should create articles about the most important and notorious members of the online Rayman community (like Hunchman). Thank you for your reply!&lt;br /&gt;
&lt;br /&gt;
::: [[User:Rigolo|Rigolo]] 00:12, 26 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: I don&#039;t think it&#039;s a good idea. Creating articles about Rayman websites is already enough ;) --[[User:Hunchman801|Hunchman801]] 17:03, 31 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Question about editing ==&lt;br /&gt;
&lt;br /&gt;
I have one question. How can I edit this green table in, for example, [[Grolem 13|this article]]?&lt;br /&gt;
: That&#039;s a template and it can be edited here. [[Template:R2characters]] -- [[Image:RKartHead.gif]]  &#039;&#039;&#039;[[User:Staceyw|StaceyW]] &amp;amp;#9836;&#039;&#039;&#039; 17:29, 20 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Question Just In Case I Get In Trouble ==&lt;br /&gt;
[[User:Staceyw|Staceyw]], you know the [[Hoodlum]] template characters thing on the bottom of your page. Well, is it avalable to use yet because the [[Hoodlums]] could use them. [[User: Evil rayman|Evil Rayman]]&lt;br /&gt;
: Not yet I&#039;m afraid, I&#039;m still not sure on whether to put the non-hoodlum enemies [Razoff, Begoniax etc] in this template or not.  I&#039;ll ask some people about it. --[[Image:RKartHead.gif]]  &#039;&#039;&#039;[[User:Staceyw|StaceyW]] &amp;amp;#9836;&#039;&#039;&#039; 18:03, 20 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Whoops! ==&lt;br /&gt;
Hi, I&#039;ve just made a new category: vehicle, but it should be a plural like all the others, but I don&#039;t know how to move on categories. Help please!&lt;br /&gt;
: Just make another one with the plural and I&#039;ll delete the old one. Also please sign your talk posts! &amp;lt;nowiki&amp;gt;(~~~~)&amp;lt;/nowiki&amp;gt; --[[Image:RKartHead.gif]]  &#039;&#039;&#039;[[User:Staceyw|StaceyW]] &amp;amp;#9836;&#039;&#039;&#039; 10:25, 25 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Okay how do i post anywhere?&lt;br /&gt;
: if you really need help, try asking [http://raymanpc.com/forum/viewtopic.php?f=73&amp;amp;t=4954&amp;amp;start=120 here].  --[[Image:RKartHead.gif]]  &#039;&#039;&#039;[[User:Staceyw|StaceyW]] &amp;amp;#9836;&#039;&#039;&#039; 23:20, 29 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Reply to the scans commentary ==&lt;br /&gt;
&lt;br /&gt;
I don&#039;t see what&#039;s the problem of uploading here the scans of a review from RR:TiT game, even if no one has played it yet.&lt;br /&gt;
: First of all please sign your posts on talk pages &amp;lt;nowiki&amp;gt;(~~~~)&amp;lt;/nowiki&amp;gt;.  So long as there&#039;s going to be some use of the scans they can stay up there, but I just thought it&#039;s weird as we don&#039;t even have any screens of it or anything.  --[[Image:RKartHead.gif]]  &#039;&#039;&#039;[[User:Staceyw|StaceyW]] &amp;amp;#9836;&#039;&#039;&#039; 12:20, 11 December 2010 (UTC)&lt;br /&gt;
: Gonna respond to your PM here because it wasn&#039;t really necessary.  You can either sign posts with the 4 tildes or by pressing the second from last button in that row of buttons.  It won&#039;t sign automatically on any wiki, let alone Raywiki. --[[Image:RKartHead.gif]]  &#039;&#039;&#039;[[User:Staceyw|StaceyW]] &amp;amp;#9836;&#039;&#039;&#039; 22:41, 14 December 2010 (UTC)&lt;br /&gt;
:: I&#039;ve figured out before you replying but thanks anyway. --[[User:Haruka|Haruka]] 22:48, 14 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Zenith Harbour ==&lt;br /&gt;
&lt;br /&gt;
Thanks for repositionating the two pictures, I have forgotten to place them in the right side. --[[User:Haruka|Haruka]] 22:39, 14 December 2010 (UTC)&lt;br /&gt;
: um it&#039;s OK, [[Help:Image]] should help you in future. --[[Image:RKartHead.gif]]  &#039;&#039;&#039;[[User:Staceyw|StaceyW]] &amp;amp;#9836;&#039;&#039;&#039; 22:42, 14 December 2010 (UTC)&lt;br /&gt;
:: I know, I only forgot to change &amp;quot;left&amp;quot; to &amp;quot;right&amp;quot;. :) --[[User:Haruka|Haruka]] 22:47, 14 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== RRR snapshots ==&lt;br /&gt;
&lt;br /&gt;
Hey Stace, please make sure you edit the file descriptions of the new RRR images you&#039;ve uploaded! ;) —[[User:Hunchman801|Hunchman801]] 21:59, 24 January 2011 (UTC)&lt;br /&gt;
: The bits that list the platform and whether it meets the quality requirements?  OK --[[Image:RKartHead.gif]]  &#039;&#039;&#039;[[User:Staceyw|StaceyW]] &amp;amp;#9836;&#039;&#039;&#039; 22:00, 24 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Pictures==&lt;br /&gt;
&lt;br /&gt;
( Quoting your phrase &amp;quot;(Hey Haruka you&#039;re probably better off uploading new versions of the old PS2 screens)&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Hunch already asked me to do it a few days ago. :) I&#039;ll take care of it. --[[User:Haruka|Haruka]] 20:28, 27 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== RGH images ==&lt;br /&gt;
&lt;br /&gt;
Hi there! Could you please add the &#039;&#039;Image&#039;&#039; template to the RGH snapshots you&#039;ve uploaded (such as [[:File:RGH DS1.jpg|this one]])? Thank you! —[[File:RRRGBAIcon8.png|link=User:Hunchman801]][[File:RRRGBAIcon0.gif|link=User:Hunchman801]][[File:RRRGBAIcon1.png|link=User:Hunchman801]] 17:45, 19 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== RM images ==&lt;br /&gt;
&lt;br /&gt;
Hi! Could you also add the &#039;&#039;Image&#039;&#039; template to the &#039;&#039;Rayman M&#039;&#039; snapshots you&#039;ve uploaded (there&#039;s many the level templates)? Thank you! —[[File:RRRGBAIcon8.png|link=User:Hunchman801]][[File:RRRGBAIcon0.gif|link=User:Hunchman801]][[File:RRRGBAIcon1.png|link=User:Hunchman801]] 10:16, 10 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Sorry about the manual of style I am new to this wiki--[[User:Yoshidude99|Yoshidude99]] 23:38, 16 March 2012 (CET)&lt;br /&gt;
&lt;br /&gt;
==Template==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;navbox&amp;quot; style=&amp;quot;margin: 0 auto 0 auto; padding: 0.2em; border-width: 2px; border-style: solid; border-color:#fbcf85; background:#4e3819&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; style=&amp;quot;background:#e25b23&amp;quot; width=&amp;quot;100%&amp;quot; |&amp;lt;span style=&amp;quot;color:#fbcf85&amp;quot;&amp;gt;Andre&#039;s Hoodlum Army&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;text-align:center;vertical-align:top;font-size:smaller;&amp;quot;&amp;gt; | [[Hoodblaster]] | [[Slapdash]] | [[Hoodoo]] | [[Hoodstormer]] | [[Heckler]] | [[Hoodboom]] | [[Stumbleboom]] | [[Grim]] | [[Grim Keeper]] | [[Spineroo]] | [[Masterkaag]] | [[Lavomatrix]] | [[Caporal]]&lt;br /&gt;
|}&amp;lt;noinclude&amp;gt;[[Category: Navigation Templates|{{PAGENAME}}]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Is it possible for me to twiddle with this and use it on the wiki? --[[User:Iheckler9|iHeckler9]][[File:Life.gif|link=User:Iheckler9]] 17:41, 15 May 2012 (CEST)&lt;br /&gt;
: Sure go ahead, I&#039;m probably not gonna tweak it myself. --[[User:Cairnie|Cairnie]] 11:20, 18 May 2012 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Image templates ==&lt;br /&gt;
&lt;br /&gt;
Hi Stace,&lt;br /&gt;
&lt;br /&gt;
Could you please add the Image and/or ImageOK templates to the following files you&#039;ve uploaded:&lt;br /&gt;
*File:RRushTitle.PNG&lt;br /&gt;
*File:RRushPlay_001.PNG&lt;br /&gt;
*File:RRushPlay_002.jpg&lt;br /&gt;
*File:RRushPlay_003.jpg&lt;br /&gt;
&lt;br /&gt;
But before that, could you also please replace the first two with JPGs instead of PNGs?&lt;br /&gt;
&lt;br /&gt;
Thanks a lot!&lt;br /&gt;
&lt;br /&gt;
—[[File:RRRGBAIcon8.png|link=User:Hunchman801]][[File:RRRGBAIcon0.gif|link=User:Hunchman801]][[File:RRRGBAIcon1.png|link=User:Hunchman801]] 14:01, 10 October 2012 (CEST)&lt;br /&gt;
&lt;br /&gt;
: Hi, I&#039;ve replaced the first two with brand new captures done at the PS1&#039;s native res (320x240 I presume?) and tagged them, though with the other two I think I should take new screens of the gameplay altogether as well as some more than just the four.  I really didn&#039;t know what I was doing back in 2008 but now I&#039;ve got a PS1 emulator that actually works for me again I can do that.&lt;br /&gt;
&lt;br /&gt;
:As for the 1000th Lum in R3GBA, I actually don&#039;t think I&#039;ve even come that far as far as emulating the game is concerned =O  With time either me or Haruka can get a screen of that.  --[[User:Cairnie|Cairnie]] ([[User talk:Cairnie|talk]]) 21:22, 11 October 2012 (CEST)&lt;br /&gt;
::I can take care of the screenshot of the 1000th Lum. Luckily I have a save file that is at 60% so it won&#039;t take long to reach that level. --[[Image:Sparkle.gif]][[User:Haruka|Haruka]][[Image:Sparkle.gif]] 22:40, 11 October 2012 (CEST)&lt;br /&gt;
::Thanks to both of you! —[[File:RRRGBAIcon8.png|link=User:Hunchman801]][[File:RRRGBAIcon0.gif|link=User:Hunchman801]][[File:RRRGBAIcon1.png|link=User:Hunchman801]] 16:14, 12 October 2012 (CEST)&lt;br /&gt;
::Also, Stace, please be careful when deleting files that are used on other wikis (it&#039;s all displayed in the file usage section of the file page). Replacing the PNGs by JPGs was of course needed but this broke the links on the French wiki too and Boomboleros had to fix this. —[[File:RRRGBAIcon8.png|link=User:Hunchman801]][[File:RRRGBAIcon0.gif|link=User:Hunchman801]][[File:RRRGBAIcon1.png|link=User:Hunchman801]] 16:21, 12 October 2012 (CEST)&lt;br /&gt;
::And in the Hungarian wiki as well! I hope you see why we must not delete blindly now. ;) —[[File:RRRGBAIcon8.png|link=User:Hunchman801]][[File:RRRGBAIcon0.gif|link=User:Hunchman801]][[File:RRRGBAIcon1.png|link=User:Hunchman801]] 16:30, 12 October 2012 (CEST)&lt;br /&gt;
:::Just to inform that I already took care of the 1000th Lum screenshot. :) --[[Image:Sparkle.gif]][[User:Haruka|Haruka]][[Image:Sparkle.gif]] 16:14, 20 October 2012 (CEST)&lt;br /&gt;
:::Stace, can you please take care of File:RRushPlay_002.jpg and File:RRushPlay_003.jpg as well? Thank you. —[[File:RRRGBAIcon8.png|link=User:&lt;br /&gt;
Hunchman801]][[File:RRRGBAIcon0.gif|link=User:Hunchman801]][[File:RRRGBAIcon1.png|link=User:Hunchman801]] 18:36, 22 October 2012 (CEST)&lt;br /&gt;
::::Done and dusted for now, sorry about the wait. --[[User:Cairnie|Cairnie]] ([[User talk:Cairnie|talk]]) 12:30, 26 October 2012 (CEST)&lt;br /&gt;
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==A Quick Useless Comment==&lt;br /&gt;
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Billy West has done more than just voiced the Rayman DVD lol. It&#039;s cool that you met him. Also, I tend to support the Rabbids wank, mainly since the Rabbids have skewed the view of the character Rayman at my school, but I can understand that some like them. I don&#039;t really have an opinion on the games&#039; quality yet, because I haven&#039;t played them, but I think of Rayman as the first two games and Rayman Origins. Guess I should try the Rabbids games sometime, though.&lt;/div&gt;</summary>
		<author><name>Technology4617</name></author>
	</entry>
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