Rayman (Nintendo DSi): Difference between revisions
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== Differences from [[Rayman 1|''Rayman'']] == | == Differences from [[Rayman 1|''Rayman'']] == | ||
Compared to the PC version of [[Rayman 1|the original game]], this port has been modified to be easier in several ways. [[Rayman]] now starts off with 6 units of health (which is double the starting amount of health in [[Rayman 1|the original]]) which can be extended to 10 with a [[Big Power]]. [[Life|Lives]] can be obtained more frequently and only 50 [[Ting]]s are required for a new [[life]] as compared to 100 in most versions. The number of [[continue]]s has now been increased to 30 and [[the Photographer]] appears in several new locations. To make backtracking easier, the player can now skip to the next | Compared to the PC version of [[Rayman 1|the original game]], this port has been modified to be easier in several ways. [[Rayman]] now starts off with 6 units of health (which is double the starting amount of health in [[Rayman 1|the original]]) which can be extended to 10 with a [[Big Power]]. [[Life|Lives]] can be obtained more frequently and only 50 [[Ting]]s are required for a new [[life]] as compared to 100 in most versions. The number of [[continue]]s has now been increased to 30 and [[the Photographer]] appears in several new locations. To make backtracking easier, the player can now skip to the next screen by pressing the Select button. This only works in levels which have already been completed. Levels unlocked with the all levels cheat don't count as cleared. | ||
A noticeable issue is that whenever [[Rayman]] takes damage, he is knocked back further. While this can make it easier to quickly get away from the enemy or object which inflicted the damage, it can also cause the player to quickly lose control over [[Rayman]] if they keep getting damaged. This is most notably an issue in [[Allegro Presto]]. [[Rayman]]'s grace period is shorter which causes [[Rayman]] to potentially lose more health, making the game seem harder. | A noticeable issue is that whenever [[Rayman]] takes damage, he is knocked back further. While this can make it easier to quickly get away from the enemy or object which inflicted the damage, it can also cause the player to quickly lose control over [[Rayman]] if they keep getting damaged. This is most notably an issue in [[Allegro Presto]]. [[Rayman]]'s grace period is shorter which causes [[Rayman]] to potentially lose more health, making the game seem harder. | ||