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'''PlayStation/Saturn Version'''
'''PlayStation/Saturn Version'''


Pink Plant Woods
Pink Plant Woods

Revision as of 23:06, 14 June 2014

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.


Rayman 1

Known Timesavers

All Levels/General Tips

- The NTSC-U PlayStation version is the fastest version.

- Jump-punching is twice as powerful as a regular punch.

- You can manipulate trigger points to make something spawn earlier than it normally would.

- 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.

- You can use your invincibility frames after you get hit by an enemy to access areas previously inaccessible.

- The Rings can be manipulated to allow you to move greater distances.

- The Helicopter power is slow, so avoid using it wherever possible.

- You can change the direction of damage boosts by simply turning in a different direction before getting hit.

- Avoid side-paths if you are required to backtrack a level, and only start backtracking once you get the running ability.

- Jumping quickly to the left and right on vines allows you to get up them more quickly than simply climbing up them.

- You can death abuse to checkpoints to avoid backtracking.


PlayStation/Saturn Version

Pink Plant Woods

- If timed correctly, you get through the second stage without stopping holding right.

- 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.

- 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.

- Avoid all side paths.

- You should have gotten three cages by the end of the level.


Anguish Lagoon

- Only get the two cages on the main path in the first stage.

- Taking damage from the hunter at the end of the stage is quicker than waiting and punching him.

- Waiting for Bzzit to get near the middle/top of the screen (both when charging and flying normally) saves time, since it doesn'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.

- 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.

- You can get a life at the beginning of the autoscroller section by sticking near the bottom of the screen.

- 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.

- At the end of this level, be sure to go to Swamps of Forgetfulness first rather than Bongo Hills.


The Swamps of Forgetfulness

- Be sure to break all the cages in this level.

- You can jump onto every swinging plum in this level directly from below.

- 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.

- 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.

- On the third stage, jumping slightly early from the vine allows you to reach the cage'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.

- Don't jump off the platform at the end. Instead, simply walk off.


Moskito's Nest

- 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.

- Get all the cages on all of the other stages.

- On the second stage, you can grab the ledge of the second platform in the section with the three swinging spiky balls.

- 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.

- Waiting for Moskito to get near the middle/top of the screen (both when charging and flying normally) saves time, since it doesn'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.

- 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.


Bongo Hills

- Break all the cages in this level if you are doing the route to get the 4th stage cage, If not, don't break any of the cages.

- 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.

- 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.

- 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.

- 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.

- If you aren'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.

- 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 "Lightning Boost," 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.

- 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.

- On the final stage, by turning to the left before you get hit by the Drummer, you can damage boost through him.

External links

References

Pages in category "Speedrunning"

The following 3 pages are in this category, out of 3 total.