Category:Speedrunning: Difference between revisions
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====Speed Storage==== | ====Speed Storage==== | ||
This | This glitch allows to store the speed you gain while boosting of a ring/slippery platform. However, after the boost you have to either die or land on a normal platform at a stop or walking speed. | ||
From there you have to reach an event without doing a running jump (walking jump is fine) and do a running jump of the last frame of the event. | From there you have to reach an event without doing a running jump (walking jump is fine) and do a running jump of the last frame of the event. | ||
You have to do the running jump in the same direction as the direction you had after doing the initial boost. The ring you use cannot be moving and hanging doesn't break the storage. | You have to do the running jump in the same direction as the direction you had after doing the initial boost. The ring you use cannot be moving and hanging doesn't break the storage. | ||
Revision as of 09:43, 4 April 2016
| This article or section needs to be rewritten and/or expanded. |
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
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.
Important Glitches
Keep momentum from slipperies/rings
If you hold up while you release from a lum (the speed depends on when you drop the lum) or jump from a slippery platform (example: Candy platforms on Mr Dark Dare) you'll keep the speed until you land on ground. Found by fuerchter.
Speed Storage
This glitch allows to store the speed you gain while boosting of a ring/slippery platform. However, after the boost you have to either die or land on a normal platform at a stop or walking speed. From there you have to reach an event without doing a running jump (walking jump is fine) and do a running jump of the last frame of the event. You have to do the running jump in the same direction as the direction you had after doing the initial boost. The ring you use cannot be moving and hanging doesn't break the storage. Found by scrimpeh (and thanks to Thexetra for the clear description)
PlayStation/Saturn Version Tips
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.
- Also possible to get the cage that requires the lums grabbing power without it. It's TAS-Only because it requires a pixel position perfect.
https://www.youtube.com/watch?v=l40hEd7jiKY
- 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, grabbing a ledge then jumping to land on maracas and ground on same time causes you to zip upward on the first wall you'll hit upward. It's a bit hard but it's consistent with a bit of training.
- 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.
Rayman 2
Rayman Revolution
For Rayman Revolution 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.
Any %
General
Note that most of the general tricks from Rayman 2 also work in Rayman Revolution as well. These are however, tricks that are exclusive to Rayman Revolution.
- 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.
- By having Rayman shoot, right before landing in a body of water, the player can have the animation skipped.
- By jumping diagonally in a wall jump, the player can save a few seconds.
The Woods of Light
For the jail-escape part it'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 played 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 Globoxes. 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.
The Minisaurus Plain
For the Minisaurus Plain you'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.
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've already seen the first Razorbeard cutscene and now takes you to the next one which is right before the Precipice. Once you've watched the cutscene it will now load the level connected with the cutscene which in this case is the Precipice. You're however going to want to leave the level immediately by jumping onto the balloon.
Rainbow Creek
Before entering Rainbow Creek you're going to want to activate a special bug-mode which allows you to play while at the save-screen. To do this you'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're going to head towards the Teensies. However, make sure you don'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.
Once you've made it to the second set of sign where you'll usually find the flying shell leading to the Crow's Nest you'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're going to save the game and once the game is saved you're going to start very high up in the air. If you've done this correctly you should be falling into the trigger on your way down which will take you to the Crow's Nest.
The Crow's Nest
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.
100%
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Rayman 3
Glitch Concepts
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.
Fixed/Free Camera
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 Free Camera. 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 Fixed Camera. When the camera is fixed, Rayman is said to be in a Fixed Camera Location. The act of moving the camera in one of these locations so that it breaks free is known as freeing the camera. 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.
Ledge Grabbing
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 Ledge Grabbing. If this happens, Rayman'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.
Look Mode Activation
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.
Important Glitches
Superjump (SJ)
This glitch has limited effectiveness on the PS2 version
This glitch has limited effectiveness in Fixed Camera Locations
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. (Discovered by PewableShift)
Midair Superjump (MSJ)
This glitch can only be performed in Fixed Camera Locations
This glitch required Look Mode to have been activated at least once before it is used 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. (Discovered by GamePro011)
Extended Superjump (ESJ)
This glitch has limited effectiveness on the PS2 version
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. (Discovered by KirbyComment)
Camera Buffered Superjump (CBSJ)
This glitch can only be performed on the GameCube version
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. (Discovered by Alekzoz)
Extended Camera Buffered Superjump (ECBSJ)
This glitch can only be performed on the GameCube version
This glitch is more consistent if Rayman has grabbed a ledge
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. (Discovered by KirbyComment)
Camera Buffered Midair Superjump (CBMSJ)
This glitch can only be performed on the GameCube version
This glitch can only be performed in Fixed Camera Locations
This glitch can not be performed if Rayman has grabbed a ledge
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. (Discovered by Alekzoz?)
Rolling Superjump (RSJ)
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). (Discovered by some scorers)
Glidewalk (GW)
This glitch can not be performed on the PC version
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. (Discovered by Got4n)
Midair Glidewalk (MGW)
This glitch can not be performed on the PC version
This glitch can only be performed in Fixed Camera Locations
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't commonly used, and is usually replaced with a Buffered Midair Glidewalk. (Discovered by Gamepro011)
Buffered Midair Glidewalk (BMGW, often refered to as just MGW)
This glitch can only be performed in certain Fixed Camera Locations
This glitch can not be performed if Rayman has grabbed a ledge
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. (Discovered by Gamepro011)
Moonglide (MG)
This glitch can only be performed in certain Fixed Camera Locations
This glitch can not be performed if Rayman has grabbed a ledge
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. (Discovered by LightWeightRunner)
Moonbounce (MB)
This glitch can only be performed in Fixed Camera Locations
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. (Discovered by LightWeightRunner)
Playable Camera Mode (PCM)
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'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 "Yes" is highlighted, as it cancels the glitch. Because PCM disables look mode, any glitches requiring it will not be possible.
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.
Infinite Powerup Glitch (IPG)
One variant of this glitch can not be performed on the PC version
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.
External links
Pages in category "Speedrunning"
The following 3 pages are in this category, out of 3 total.