Category:Speedrunning
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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.
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. The tricks listed below works fine for all versions though.
Any %
General
Note that most of the general tricks from Rayman 2 works in Rayman Revolution as well. These are however the once exclusive to Rayman Revolution.
- By moving sideways in any direction while moving the camera so you're moving to the side you'll gain double the speed you'd usually have.
- By shooting right before you land in water you'll skip the animation.
- By jumping diagonally while wall-jumping you'll save a few seconds.
The Woods of Light
For the jail-escape part it's a lot faster jumping while sliding down. Once you've entered the next part there is a way to skip the Murfy dialogue after you've broken the first cage. To do so you're doing to have to land on the rocks behind it once you've hit it twice and then quickly jump up again. The next trick will allow you to skip the cutscene with the baby Globoxes. To do so you're going to have to land you jump on the far left side of the ledge where they are. By doing this you'll skip the trigger and can move on by jumping into the tunnel. When you get to the wall-jump area 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
Important Glitches
Superjump
A superjump allows Rayman to reach extremely high places, often bypassing large areas. A superjump is done by tapping or holding the look mode button (Y on most consoles, △ on PS2 and PS3) while walking off certain ledges. This is easiest to do by entering strafe mode, then walking off a ledge backwards 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. Superjumps do not work in fixed camera (where the camera is harder to move) locations. (Discovered by PewableShift)
Glidewalk
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 walk off a ledge, tap the look mode button, then immediately hold the jump (A on most consoles, × on PS2 and PS3) 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)
Rolling Superjump
A rolling superjump moves Rayman upwards in the same way as a superjump. To perform a rolling superjump, the player must roll forwards in certain areas (often hitting a ledge at the end of the roll). Unlike a normal superjump, a rolling superjump can not be turned into a glidewalk, and it will always move the player upwards, not downwards. (Discovered by some scorers)
Midair Superjump
A midair superjump allows Rayman to perform a superjump on a wall rather than a ledge. This is done by entering a fixed camera location, tapping look mode, jumping against a wall, then holding the look mode button while tapping the jump button. (Discovered by GamePro011)
Midair Glidewalk
This glitch can not be performed on the PC version
A midair glidewalk acts in the same way as a glidewalk. It is performed by entering a fixed camera location, tapping look mode, jumping, holding the look mode button, then tapping the jump button twice in quick succession. (Discovered by Gamepro011)
Buffered Midair Glidewalk
This glitch only works in certain locations, and may not work if Rayman has grabbed a ledge
A buffered midair glidewalk acts the same as a glidewalk and midair glidewalk, but it is easier to pull off and works on the PC version. It is performed by entering certain fixed camera locations (they do not all work), tapping look mode, jumping, activating the helicopter, entering snapshot mode, holding the look mode button, exiting snapshot mode then immediately pressing and holding the jump button. (Discovered by Gamepro011)
Moonglide
This glitch only works in certain locations, and may not work if Rayman has grabbed a ledge. It's effectiveness can vary by platform
A moonglide is similar to a glidewalk but instead of falling downwards, Rayman moves upwards. A moonglide is performed by entering certain fixed camera locations (they do not all work), tapping look mode, 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. (Discovered by LightWeightRunner)
Moonbounce
A moonbounce is the same as a moonglide, but is activated using a bouncy object such as a balloon. If Rayman performs a superjump as he touches the bouncy object, he will accelerate upwards. If the glitch is performed with a midair superjump, then it is called a fixed camera moonbounce. (Discovered by LightWeightRunner)
External links
Pages in category "Speedrunning"
The following 3 pages are in this category, out of 3 total.