Antitoon: Difference between revisions

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[[Image:AntitoonPaf.png|thumb|316px|none|The eyes of beaten Antitoons rebound until they fall...]]
[[Image:AntitoonPaf.png|thumb|316px|none|The eyes of beaten Antitoons rebound until they fall...]]


Walking Antitoons are the most common of them. They freely wander on their platform, turning backwards when they face an obstacle. [[Rayman]] must simply avoid contact with them. Their small size makes them harder to hit, and [[Rayman]] often has to duck after punching so that the return of his fist hits them.
Walking Antitoons are the most common of them. They freely wander on their platform, turning backwards when they face an obstacle. [[Rayman]] must simply avoid contact with them. Their small size makes them harder to hit, and Rayman often has to duck after punching so that the return of his fist hits them.


Jumping Antitoons are static enemies who jump and try to bite [[Rayman]] when he passes above them. They are often placed so that they can take advantage of their position.
Jumping Antitoons are static enemies who jump and try to bite Rayman when he passes above them. They are often placed so that they can take advantage of their position.


[[Image:AntitoonFonceur.png|thumb|316px|left|A charging Antitoon]]
[[Image:AntitoonFonceur.png|thumb|316px|left|A charging Antitoon]]
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[[Image:AntitoonFonceur2.png|thumb|316px|none|Duck now!]]
[[Image:AntitoonFonceur2.png|thumb|316px|none|Duck now!]]


Charging Antitoons are static enemies who resemble their jumping counterparts, as they jump when [[Rayman]] is in sight, but then, they stop in the air and charge him who will have to duck quickly.
Charging Antitoons are static enemies who resemble their jumping counterparts, as they jump when Rayman is in sight, but then, they stop in the air and charge him who will have to duck quickly.


Flying Antitoons use their ponytail like [[Rayman]]'s helicopter hair to move in the air. [[Rayman]] simply has to avoid contact with them. The fact that they're often in group makes it harder though.
Flying Antitoons use their ponytail like Rayman's helicopter hair to move in the air. Rayman simply has to avoid contact with them. The fact that they're often in group makes it harder though.


Antitoons with a mixed behaviour can also be found in the game, such as walking and then jumping ones, or flying and walking ones.
Antitoons with a mixed behaviour can also be found in the game, such as walking and then jumping ones, or flying and walking ones.


In the [[Rayman Junior]] games, there are invincible and deadly red Antitoons who are here to sanction wrong answers. They can be of any kind, and any contact will them costs [[Rayman]] a life.
In the [[Rayman Junior]] games, there are invincible and deadly red Antitoons who are here to sanction wrong answers. They can be of any kind, and any contact with them costs Rayman a life.


Antitoons also made a cameo appearance in the PS version of [[Rayman 2]].
Antitoons also made a cameo appearance in the PlayStation version of [[Rayman 2: The Great Escape|Rayman 2]].


{{French
{{French

Revision as of 17:13, 7 August 2008

Antitoon
Antitoon
Alignment Bad

Appears in Rayman 1, Rayman 2 (PS)
Location Everywhere

Portrayed by {{{portrayed by}}}

Resistance 1 HP
Attacks Contact

Sex {{{sex}}}
Species {{{species}}}

Relatives {{{relatives}}}

Antitoons are the most common enemies in Rayman 1. They can be found in every world.

They are small bodies of dark energy which came to be after Mr. Dark had stolen the Great Protoon. Their appearance is the same as that of an Electoon, but bigger, dark blue in colour and with light blue ponytails. There are several kinds of Antitoons, each with a different behaviour. All of them are weak enemies which only take one hit to be defeated.

A jumping Antitoon
The eyes of beaten Antitoons rebound until they fall...

Walking Antitoons are the most common of them. They freely wander on their platform, turning backwards when they face an obstacle. Rayman must simply avoid contact with them. Their small size makes them harder to hit, and Rayman often has to duck after punching so that the return of his fist hits them.

Jumping Antitoons are static enemies who jump and try to bite Rayman when he passes above them. They are often placed so that they can take advantage of their position.

A charging Antitoon
Duck now!

Charging Antitoons are static enemies who resemble their jumping counterparts, as they jump when Rayman is in sight, but then, they stop in the air and charge him who will have to duck quickly.

Flying Antitoons use their ponytail like Rayman's helicopter hair to move in the air. Rayman simply has to avoid contact with them. The fact that they're often in group makes it harder though.

Antitoons with a mixed behaviour can also be found in the game, such as walking and then jumping ones, or flying and walking ones.

In the Rayman Junior games, there are invincible and deadly red Antitoons who are here to sanction wrong answers. They can be of any kind, and any contact with them costs Rayman a life.

Antitoons also made a cameo appearance in the PlayStation version of Rayman 2.

Template:French