August 26, 2015
Mystical NPCs of Rayman, low-res pixel style!
After drawing the casts of Legends and M, I felt that some of my favourite characters were missing, so I put them together in their own picture. You won’t see them all in the same game, but these are the...

Mystical NPCs of Rayman, low-res pixel style!

After drawing the casts of Legends and M, I felt that some of my favourite characters were missing, so I put them together in their own picture. You won’t see them all in the same game, but these are the powerful movers and shakers of Rayman’s world: fairies, magicians, and gods. I went with the later designs, mostly because they look better, although Polokus/Bubble Dreamer came out pretty wonky. Also Origins’s Magician (Ales Mansay) is a different guy to the original Magician (Andrew/Pierre).

Betilla, The Magician, Ly, Polokus

January 20, 2015
[Review] Rayman 1 (GBC)

The Rayman handheld games are strange. Like the Donkey Kong Lands, they accompany and largely reuse bits of the console-based game that they mostly share names with, cutting them down to basics in the process. Like the Rockman World games, they also tend to mix in elements of other sequential games. Hopefully I can explain that a bit more clearly when I get to them.

For example, this game was released 5 years after the original Rayman and while rehashing its plot, takes a few small cues from Rayman 2 which by that time had been released. For cutscenes it uses his new, more attractive design, and the music is pleasing, chip-ified renditions of Rayman 2 tunes. Some of the worlds also seem to me to be inspired by R2 environments, although it’s largely based on R1’s archetypes.

In terms of cutting down, this handheld title strips out almost all of the supporting characters from R1’s cast, and cuts the Picture City and Candy Chateau locations, leaving mostly the less fanciful environments. It’s not just straight removals though, it also is streamlined with Rayman having more abilities from the get-go. That streamlining applies to level design too, with what I felt to be a much clearer sense of direction in the all-new levels, helped by the more zoomed-out view.

The difficulty seems to have been toned down too, much to my relief. Whether the physics are better or the level design is more fair, I just had a much better time getting through these levels, and even feeling good finding the occasional hidden cage (this time they’re not all necessary to fight the final boss, although getting them all does unlock some extra-hard bonus levels… I didn’t try for that). There’s also many more health pickups and mid-level checkpointing, and less reliance on punch powerups. Overall the balance and feel of the game is better than the stumble of the actual main game that this is based on, which results in simply more fun and less me getting mad at it.

I hope I’ve dispelled the notion that this is a mere port, a label that’s slapped all too readily on handheld games that share a name with a larger console release. In many ways it’s a superior game. Points against it are for cutting characters like the Magician and Betilla in favour of an expanded role to the Tings (yes, the main collectibles are the support character) and for extensive use of Comic Sans font. Despite this, a memorable penultimate level—a very challenging but fun platforming gauntlet while being followed exactly by Bad Rayman—and a good final boss left me with a very positive opinion of this one. The fact that I even made it that far to play those parts immediately places this above Rayman 1 in my stakes.

Unfortunately, since it does have a different soundtrack and cuts the more weird levels from Rayman 1, I can’t just tell you that this replaces it. But I certainly found it a more playable game. It even looks better, or at least I preferred the simple colours and cute sprites; the constraints of detail forced simpler and nicer designs, not to mention clearer level layouts. But it’s time to move on, and before we leave Rayman 1 land to start on 2 and its ilk, I think I will do an overview of the educational games, even if I don’t exactly play them. There’s so many after all! Au revoir.

January 9, 2015
[Review] Rayman 1 (PC)

Here goes. My goal for the start of this year is to play through all the Rayman games. After each main entry, I’ll play the handheld iterations that took inspiration from it. So we start with the original Rayman. There are many ports and versions of the game, with many subtle differences. I hear the Jaguar version is especially different. However, the DOS version is the most easily accessible from gog.com. In hindsight, maybe I should have tried the DSi version which attempts to ease up the difficulty by giving you more health and such.

Oh, this game. One of the few that I’ve simply given up on due to sheer difficulty. Normally I like a bit of challenge or can persevere if I’m enjoying the game. In this case, my enjoyment was low due to the slow, plodding nature (as well as slow progression with upgrades… I hadn’t even got the helicopter hair when I stopped) and the “European platformer” style maze-like levels with little direction. So when the game is so unforgiving and the deaths so unfair, I blamed the game’s design. Although you get 9 continues (which might as well just be more lives, since they put you at the most recent checkpoint anyway) the lives run out quickly. The sheer length of the levels exacerbates the problem as you must start the whole gauntlet again upon game over, and if you saved with only a few continues left, well too bad.

After rage quitting, I found out some interesting tidbits. The Rayman Pirate Community’s wiki, an excellent information source claims that Rayman 1 was not playtested for difficulty, and I believe it. By watching a speedrunner I also felt vindicated that I would never pull off the superhuman feats of reflexes and memory that he possessed. I also learned that to get to the final boss, Mr Dark, you must find each and every Electoon cage in all their fiendish hiding spots. What a joke!

So I really can’t recommend Rayman 1. Up until Origins, it seemed valid to ignore it since much of what it established was seemingly retconned by subsequent games. Origins though brings back a surprising amount from this one, with the fairies, the antagonist, the earned abilities, the drone enemies, the environments. The confrontation with Bad Rayman, a cool idea, is also recycled for Legends. So I’d recommend watching Spikevegeta’s speedrun of the game instead of playing it yourself (or rather, it playing you like a mangled xylophone).

Just a few more quick observations, because the difficulty wasn’t my only problem here. The powerup system is obscured from the player; there’s two kinds of fist powerups, but you don’t get an indication of which you have, and you lose them when you die or get hit or something? The “winding up the fist” thing is never useful because it takes too long and doesn’t go far enough. Your Ting count is reset when you die, so you’ll never get 100 for an extra life. The music varies between dull and moody, but no tunes stand out. The backgrounds are vibrant but sometimes obscure important gameplay details. Finally, while the sprites are large and have nice animation, this means the viewing area of the screen is too small and so threats can jump out at you.

It really pains me to have to put down a game. But you have to know when to walk away, and I wouldn’t let Rayman continue to abuse me. I still love him though, and have hope for his next incarnation to treat me better. So I’m moving on to Rayman 1’s little brother on the Game Boy Color. I won’t be covering any of the many, many educational games based on Rayman 1. You can play those yourself and maybe learn some French/English/Maths/etc.

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