Special Invaders: Difference between revisions

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{{quote|text=Driving without a driver's license is possible, but it's not always a smart idea|sign=In-game description|source=[[Rayman 3: Hoodlum Havoc]]}}
{{quote|text=Driving without a driver's license is possible, but it's not always a smart idea.|sign=In-game description|source=[[Rayman 3: Hoodlum Havoc]]}}


[[File:SpecialInvaders-Arcade-R3HH-PC-TitleScreen.jpg|thumb|left|320px|The title screen of Special Invaders]]
[[File:SpecialInvaders-Arcade-R3HH-PC-TitleScreen.jpg|thumb|left|320px|The title screen of Special Invaders]]

Revision as of 17:18, 20 October 2011

Driving without a driver's license is possible, but it's not always a smart idea.
—In-game description, Rayman 3: Hoodlum Havoc
The title screen of Special Invaders
The player controls Rayman and Globox that pilot the Armaguiddon.
Some walls are painted with Teensie murals, resembling the Greek ceramic paintings and the Egyptian wall paintings.

Special Invaders is the eighth of the nine minigames which can be unlocked and played in every version of Rayman 3: Hoodlum Havoc. The name of this minigame first appeared in the demo version of the game. In the demo, the name was used for the phase of the Tower of the Leptys in which Rayman and Globox pilot the Armaguiddon and shoot against Hoodlums. It is named in reference to the classic video game, Space Invaders.

Description

The glowing orbs that surround a chequered tunnel entrance work as checkpoints when passed through.

This minigame takes place inside a building somewhere in the forests of the Glade of Dreams. The main goal is to help Rayman and Globox to pilot the Armaguiddon out of the building. The layout of the level has many direct parallels with the flying section in the Prison Ship level in the previous game. The control method is the same as in the Tower of the Leptys level where the player pilots the Armaguiddon except that shooting is not available. Some landscape elements are taken off from the same level, Hoodlums can be seen piloting Armaguiddons and some walls are painted with Teensie murals. The red bar represents the health level of the Armaguiddon that decreases as time passes. To refill it, the player must fly into checkpoints, that are represented by glowing orbs that surround the entrances of the psychedelic chequered tunnels. If the red bar gets empty before the player arrives to another checkpoint, the minigame ends immediately. The yellow bar represents the remaining distance to reach the exit of the building, that slowly gets reduced as long as the player gets closer to it. The player wins when the yellow bar is completely empty and Rayman and Globox reach to the checkpoint floating in the lake.

In the end of the minigame, a lake is found with red birds, mushrooms and forest trees.
There are landscape elements that were taken off from the the Tower of the Leptys level.

External links