Rayman 1: Difference between revisions
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==Plot== | ==Plot== | ||
===Intro=== | ===Intro=== | ||
The entire game takes place in [[the valley]], a diverse and surreal location somewhere in [[the Glade of Dreams]]. Prior to the beginning of the game, all is harmonious; a mystical pink orb known as [[the Great Protoon]] provides peace and balance to the world. However, this cannot last – one day, the evil [[Mr Dark]] steals the Great Protoon and defeats its guardian, [[Betilla the Fairy]]. The natural balance of the world is disrupted; freaks and hostile characters begin to appear. The [[Electoon]]s, small friendly creatures which gravitated around the Great Protoon, are scattered across the valley and imprisoned in [[cage]]s by Mr Dark's minions. A benevolent character known as [[the Magician]] turns to the heroic [[Rayman]] for help. The Magician gives Rayman these tasks: free the Electoons from their cages, and recover the Great Protoon from Mr Dark. Only then will the balance of the world be restored. The valley contains six distinct worlds, and Rayman must pass through each of them in order to | The entire game takes place in [[the valley]], a diverse and surreal location somewhere in [[the Glade of Dreams]]. Prior to the beginning of the game, all is harmonious; a mystical pink orb known as [[the Great Protoon]] provides peace and balance to the world. However, this cannot last – one day, the evil [[Mr Dark]] steals the Great Protoon and defeats its guardian, [[Betilla the Fairy]]. The natural balance of the world is disrupted; freaks and hostile characters begin to appear. The [[Electoon]]s, small friendly creatures which gravitated around the Great Protoon, are scattered across the valley and imprisoned in [[cage]]s by Mr Dark's minions. A benevolent character known as [[the Magician]] turns to the heroic [[Rayman]] for help. The Magician gives Rayman these tasks: free the Electoons from their cages, and recover the Great Protoon from Mr Dark. Only then will the balance of the world be restored. The valley contains six distinct worlds, and Rayman must pass through each of them in order to fulfill his objectives and reach his ultimate goal. | ||
Note that, for the sake of simplicity, the following description assumes that the player chooses to pass through each world one after the other in the correct order. [[Rayman]]'s path is a branching one; at several points in the game, the player is offered a choice between two new levels, though it will be necessary to backtrack in order to free [[Electoon]]s and gain certain powers if the player chooses to skip ahead. | Note that, for the sake of simplicity, the following description assumes that the player chooses to pass through each world one after the other in the correct order. [[Rayman]]'s path is a branching one; at several points in the game, the player is offered a choice between two new levels, though it will be necessary to backtrack in order to free [[Electoon]]s and gain certain powers if the player chooses to skip ahead. | ||
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[[File:Skops.png|frame|right|class=sprite|[[Mr Skops]], the boss of [[the Caves of Skops]].]] | [[File:Skops.png|frame|right|class=sprite|[[Mr Skops]], the boss of [[the Caves of Skops]].]] | ||
===[[The Caves of Skops]]=== | ===[[The Caves of Skops]]=== | ||
The fifth world of the game is [[the Caves of Skops]], a series of dark but | The fifth world of the game is [[the Caves of Skops]], a series of dark but colorful underground caverns. The first level here is [[Crystal Palace]], where nothing noteworthy occurs. The next level is [[Eat at Joe's]], where [[Rayman]] encounters [[Joe the Extra-Terrestrial]], a friendly green alien who owns a seaside restaurant near the caves. Joe is depressed because he is not getting any business, as the neon sign above his restaurant is not functioning. Rayman decides to do what it takes to turn Joe's lights on again. With a [[firefly]] given to him by Joe to light his way, Rayman heads into the pitch-dark caves. After making his way through the darkest caverns, he eventually finds a plug which is falling out of its socket. Rayman [[telescopic fist|punches]] it back into place, and Joe's entire electrical system is reactivated – including a network of wired [[flying saucer]]s which Rayman rides back to the surface. When he has returned to Joe's restaurant, Rayman finds that the neon sign is lit, much to Joe's delight. The alien allows Rayman to use his buoys as platforms. When Rayman crosses the water, he finds himself in [[Mr Skops's Stalactites]]. Here he encounters [[Mr Skops]], a gigantic, malevolent pink scorpion with one giant claw. Skops is not pleased when Rayman wakes him, and attacks while periodically retreating. Rayman chases Skops to his temple lair, where the two battle until Skops is defeated. Rayman sees [[Betilla the Fairy]], now trapped by [[Mr Dark]] in a tiny glass sphere; she urges him to hurry. However, Rayman cannot move on to the next and final world until he has broken each of the one hundred and two [[Electoon]] [[cage]]s scattered throughout the five previous worlds. | ||
[[File:Chateau1PC.png|frame|left|class=sprite|[[Candy Château]].]] | [[File:Chateau1PC.png|frame|left|class=sprite|[[Candy Château]].]] | ||
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The game's heads-up display consist of how many lives Rayman has, three units of energy (four in [[Rayman Advance]]) and five with a [[Super Power]] (six in Rayman Advance), and how many [[Ting]]s he has collected. Rayman normally starts with four lives and three health units, and can collect up to 99 lives. When he takes damage, he loses one unit, and when he loses all of them, he loses a life, his temporary fist powers, and all of the Tings he had collected. Upon Game Over, he has up to nine [[continue]]s depending on the version, which are represented with alarm clocks. | The game's heads-up display consist of how many lives Rayman has, three units of energy (four in [[Rayman Advance]]) and five with a [[Super Power]] (six in Rayman Advance), and how many [[Ting]]s he has collected. Rayman normally starts with four lives and three health units, and can collect up to 99 lives. When he takes damage, he loses one unit, and when he loses all of them, he loses a life, his temporary fist powers, and all of the Tings he had collected. Upon Game Over, he has up to nine [[continue]]s depending on the version, which are represented with alarm clocks. | ||
The game is considered extremely difficult – much more so than the later | The game is considered extremely difficult – much more so than the later installments in the series. Many players do not complete it. This is because the game was never play-tested, leaving the developers with no conception of how difficult it would be for a new player. As a result of the original game's renowned difficulty, great efforts were taken to make ''[[Rayman Origins]]'' accessible to both beginners and veteran players. <ref>http://raymanorigins.uk.ubi.com/blog/2011/11/03/10-ways-to-die/</ref> | ||
==Game records== | |||
''Main article: [[List of Rayman records]]'' | |||
The original game has eleven [[Bonus level (Rayman 1)|bonus levels]], each accessed from within a level by paying [[the Magician]] 10 [[ting]]s. These bonus levels can be replayed again for a better time, usually showing the players record as well. | |||
==List of powers and power-ups== | ==List of powers and power-ups== | ||