August 15, 2015
[Review] Rayman Arena/Rush (GCN/PS1)

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It’s a treat for a game world I’ve become fond of (Rayman 2′s, that is) to have a spin-off centred around it. Rayman M/Arena/Rush has a complicated release history; but first, what is it? It’s a multiplayer-focused game (although the single-player modes are fairly robust) that’s split in two. One half of the game is the battle mode where the opponents’ health bars are depleted by your attacks, there’s random weapon pickups, and you’re in a small enclosed arena. The other is the race mode, where you run through an obstacle course, trying to get the optimal path to beat your opponents to the goal. Both modes are based on Rayman 2′s 3D platformer engine and controls.

So about the different releases: Rayman M was released on PS2 in Europe with lots of modes. Rayman Rush followed in Europe and NA on the PS1, with a big downgrade in visuals and physics (it seems based on the PS1 version of Rayman 2 while the lead version is most likely built off the PS2′s Rayman Revolution) and the battle mode completely removed. I didn’t mind that, the race mode is clearly much more fun to me. The content of the race mode is mostly the same but with simplified course layouts and one or two unique courses. The main NA release was titled Rayman Arena, on PC, PS2, Gamecube, and Xbox. From what I’ve read, while the PS2 and PC versions were similar to Rayman M, the GCN and Xbox version was significantly rejiggered with different menus, new characters and costumes (good), and crucially two whole sub-modes removed from Race mode. Unfortunate.

I played the versions that were available to me on useable emulators: GCN and PS1. I feel I got a good overview of the game from this (although not comprehensive) but the loss of Lums and Target mode from Race hurts. It can’t be overstated how superior Arena’s engine is to Rush: analog control, much smoother momentum, more options in race courses; it also just looks and feels so much nicer. It’s probably better to go for the PS2 or PC version though for the extra modes; Dark Globox and Dark Rayman are the only outright additions (and the latter is only a costume).

So what about playing the game? Well, I found the Race mode very addictive. Learning the best way through a level is reminiscent of speedrunning and traversing these obstacle courses on foot with tuned 3D platformer controls is just great fun, and the courses are well designed with multiple routes. Each character has their own personality in their animations even though their abilities are identical, a trait shared by the Origins games (and comparing, say, Globox’s balloon-like inflation as a hover to his corresponding Origins action is, well, it’s interesting to me…).

The Battle mode on the other hand just felt boring and slow. Combat was never the best part of Rayman 2 and it’s still true here, even with the bells and whistles. I didn’t bother much with this mode and as I said, Rush totally eliminates it, no great loss. The most interesting thing about it to me was having a look around the arenas and enjoying how they’re plucked straight from Rayman 2′s world; forests, beaches, pirate ships, graveyards, sanctuaries, etc.

The characters too are drawn from that game: Rayman, Globox, a Teensie duo, the pirate robot Henchman 800, and Razorbeard are here. Strangely Ly (who appears on Rush’s loading screens) is not in the game, seemingly replaced at some point by a smaller fairy, Tily. Other new faces are the Henchman 1000, Razorbeard’s wife, and Dark Globox who in this instance is a bigger, uglier, Glute. Also in the PS1 version a female Glute named Globette replaces the Teensie team. I’m not familiar enough to identify if there were musical references/remixes, but the music is funky and upbeat, a great accompaniment to the action.

This game doesn’t have a story as far as I can tell (no manual scans online either) so let’s make one up. The pirates and Razorbeard are still around after Rayman 2, as shown by Rayman 3 GBA and Rayman Kart, so this is probably just after Rayman 2. Polokus has woken up and decides to deal with the remaining pirates by challenging them to a contest with his Glade of Dreams champions, being the mischievous god he is. All through the land he sets up courses for his people to race and battle the pirates (and each other). The results? Inconclusive. As we’ll see the pirates aren’t finished after this, but Polokus may not have the absolute authority or inclination to outright get rid of them.

So this game is a strong concept in all its incarnations (well, the race half anyway); it’s just too bad that the later release had to remove features while adding others. I enjoyed Race mode very much, and it comes highly recommended if you’re interested in 3D obstacle course foot races (don’t worry, it’s much more fun than Donkey Kong 64′s race segments) or the world of Rayman 2. Those new characters are also nice to flesh it out a bit (it also introduced the enemy Cullcut, who starred in a Flash-based typing tutor). Finally, I’d recommend Haruka Tavares’s gameplay videos to check out the different versions if you can’t play them.

August 12, 2015
[Review] Tonic Trouble (GBC)

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Just like Rayman 1 and 2, Tonic Trouble had a Game Boy Color version. Actually, this one came first and released around six months after the N64 version, whereas they came years after their progenitors. It was handled by a company called RFX Interactive and was in fact their first game. I was expecting a similar experience to said Rayman handheld titles, but it was not to be.

Tonic Trouble GBC runs on a completely different engine to those games. It has larger sprites, a wonkier camera and unlockable abilities (like its parent game). Of course, the GBC has even less buttons than the N64, so switching between the stick, blowpipe, magic wand/chameleon powder, and pogo stick requires opening and closing the Select menu which is clunky, especially in the final level since the blowpipe is required for combat but does not allow jumping. At least the pogo stick gets more use for traversal in this version. Ed also has a ledge grab ability—handy but not perfectly reliable—and can run by double-tapping the D-pad, which is not necessary but helps in backtracking for collectibles or switches.

The number of levels is cut back compared to the main game, and it ends up being very short in total. Each world has 3 smallish areas, which are often sort of free-roaming, with collectibles to find requiring platforming and combat both vertically and horizontally. It works pretty well, but enemy placement, large sprites, and spotty hit detection makes it very difficult at times—I made heavy use of savestates, naturally.

The large sprites allow for more detail and it looks pretty nice if a bit muddy at times, with lots of colour befitting its source material. The music is a tad more melodic but nothing special and still forgettable. An interesting point of comparison though in the conversion is the boss fights. Some are decent smaller renditions of setpieces from the main game, but others make use of enemies seen in cutscenes or artwork but not fought, such as the living capsicum or Grögh’s pharmacist. Good stuff!

Unfortunately the plot suffers on the GBC platform. Suzy is missing, Grögh has no presence apart from the final moments, the purpose of Doc’s collectibles is not even explained. At least Agent Xyz has gets an ugly full-frame portrait with advice and exposition. I suppose in those days the manual would be a crutch, but it hasn’t been scanned that I could find.

So it’s a reasonably competent little down-porting job, but probably surpassed by the Rayman GBC demakes that followed it. Fair enough, they were done by different companies. It was early days for Ubisoft’s handheld games. It is a little amateurish and small in scope, befitting a small company’s first game, but I can forgive dodgy execution because it was over quickly. Hm, is that really a good thing? Regardless, if nothing else getting to fight the Pharmacist justifies this game’s existence. Just expect frustration if you’re not allowing yourself an emulator’s conveniences.

EDIT: I forgot to mention a feature I couldn’t experience. Ubisoft’s GBC games often had a “Ubikey”; where by collecting a key in-game and then connecting to another Ubikey-enabled game via the GBC infrared port, you could unlock stuff—in this case, a bonus level. Since I don’t have access to the hardware, it’s a feature that’s lost to the ages… game preservation is a struggle sometimes.

August 11, 2015
[Review] Tonic Trouble (N64)

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I can finally get my Rayman series playthrough back on track after getting a decent N64 emulator working (Sixtyforce, requires registration). Try as I might, the PC versions just weren’t working for me. So Tonic Trouble then.

From what I’ve heard, Tonic Trouble was a test of sorts for the 3D engine that would power Rayman 2. Whether this is true or not, the games share much of their DNA and end up feeling very similar in atmosphere, gameplay, and music. Not to mention pervasive limblessness. It’s also established that they share a universe, with the General (“Mission accomplished. Sheer perfection.”) from Tonic Trouble’s FMV intro (in the PC version, not this one) appearing late in Rayman 2 to sell the Grolgoth to Razorbeard. Rayman also has a minor cameo or two in this game.

Tonic Trouble is more brightly coloured and cartoon-esque in its design and animation, but can still switch to dark, gloomy environments just like its successor. It does play up the surreal though, due to the effects of the mutagenic can as part of its plot, which gives it elements reminiscent of the first Rayman game as well as Origins. In fact one of the worlds, the Glacier Cocktail, is eerily similar to the icy parts of Gourmand Land in Origins and related games (Legends, Fiesta Run) with its large citrus slices among ice blocks.

But what about the gameplay? This is very much an early 3D platformer with all that entails. Levels are brief and linear with some hidden secrets, but fairly well designed I suppose. You unlock new abilities after each world, but each one has awkward controls associated with it; it doesn’t help that the N64 controller actually has not many buttons after the C buttons are used up on camera control. The gliding move especially is difficult to master, but they make a good attempt to base a level around it which feels very similar to Rayman 2′s lava sanctuary. Combat is not as smooth as Rayman 2, but it’s more puzzley and comes with fakey martial arts vocalisations from Ed, as part of the game’s mildly-lame wacky humour aesthetic. The final boss too is a nice multi-stage fight which uses most of the acquired abilities.

There’s a few oddities about this game that should be addressed. There are popcorn machines that briefly transform you to a muscleman to solve puzzles; inexplicably, they’re labelled with the logo for Newman’s Own brand of salad dressing and so forth. The PC version instead advertises Nestle Crunch. There’s also a beta version that was given out before the release of the game, which you will often find (named “Special Edition”) if you’re looking for the PC version. For the record, the PC version seems identical to the N64 one but with a graphical upgrade and voice acting; the beta version on the other hand is vastly different. Beyond merely lacking a jumping animation, there’s many level designs and concepts, collectibles, and enemies that were changed or unused for the final game. I couldn’t play it myself or find a full video playthrough but if you can, it’s worth trying both out.

Tonic Trouble was fine; I had fun with it, it’s pretty short so it doesn’t overstay its welcome. It’s a bit basic, the characters can be cliche, and the music aside from the main theme is forgettable. But it has heart. French heart. If you like Rayman and especially Rayman 2, there’s a good chance you’ll find something to like here. Now I’m off to play the Game Boy Color version.

March 31, 2015
Video Game Manual Megapost

I’ve been scanning a lot of manuals (aka instruction books/booklets) recently. I noticed that my favourite manuals site, Replacementdocs, was missing some that I could contribute. Unfortunately their approvals process is slow and anything that isn’t specifically requested could take months to be published on the site, if ever. I wanted to put the manuals I’d scanned out there because I don’t want others to have the experience of getting a second hand game without a manual and having no recourse. They’re also useful for research on a game series you like or simply digital collecting.

So I’m uploading and linking all the manuals I scanned here (some of them are published on Replacementdocs, but many aren’t yet). It’s a weird selection but this is what I have on my shelf, people. Of course, I have a lot of others but for the most part their manuals are already online. Please note that a few of these included a second language, such as French or Spanish, but I omitted them from the scan; sorry non-English speakers. Here we go then; game, platform, region:

Replacementdocs hosted:

Yoshi Touch & Go (DS, AU)

LEGO Star Wars: The Complete Saga (Wii, AU)

Scribblenauts (DS, AU)

Chrono Trigger (DS, NA)


Mediafire hosted (just click this bit for the folder list):

PC Games:

Avatar: The Legend of Aang (AU)

Tonic Trouble (NA)

Wii games:

A Boy and His Blob (UK)

Academy of Champions Football (UK)

Avatar: Into the Inferno (AU)

Avatar: The Legend of Aang (AU)

Beat the Beat: Rhythm Paradise (AU)

Castlevania Judgment (UK)

Goldeneye 007 (AU)

Lego Harry Potter Year 1-4 (AU)

Lego Harry Potter Year 5-7 (AU)

Lego Pirates of the Caribbean (AU)

Lord of the Rings: Aragorn’s Quest (AU)

Pikmin 2 New Play Control! (AU)

Sin & Punishment: Successor of the Skies (UK)

The Last Airbender (AU)

DS Games:

Avatar: Into the Inferno (AU)

Avatar: The Legend of Aang (AU)

Castlevania: Order of Ecclesia (UK)

Chibi-Robo! Park Patrol (NA)

Lunar Knights (EU)

Megaman Zero Collection (NA)

N+ (NA)

Okamiden (NA)

Professor Layton and the Last Specter (AU)

Scribblenauts (AU)

The Last Airbender (UK)

PS3 Games:

Band Hero (AU)

Katamari Forever (NA)

Lego The Lord of the Rings (UK)

Rayman Origins (AU)

Rock Band 1 (AU)

Rock Band 2 (NA)

Rock Band 3 (AU)

The Beatles Rock Band (AU)

The Lord of the Rings: War in the North (AU)


This took ages, so somebody better download and enjoy these things!

Now, I’ll also recommend a few sites that I use whenever I’m looking for a manual. Obviously, Replacementdocs is the first place to look. Nintendo of America quite usefully hosts manuals for some Wii U/3DS/Wii/DS games, and even a few GCN/GBA ones. Freegamemanuals used to be a quite comprehensive if slightly dodgy resource, but has unfortunately shut down; maybe it’ll be back one day? The “Games Database” is, well a database of games, with some manual scans included; just do a search and see if they have it. NintendoAge is similar, and sometimes has pictures of the manual. Vimm’s Lair and the DP Library are slightly more specialised/limited, but worth a try especially for older systems. For even more specificity in systems covered, Handheld Museum is good for self-contained LCD-type games and Planet Virtual Boy is just fantastic, if only for, well, the Virtual Boy. You can also try the Video Game Museum or the Video Game Archeologist or failing all of that, just Google it. Special mention to the Ni no Kuni manual, which I started scanning until I noticed the manual itself told me that there was a high-res colour version online; cheers, Namco!

February 1, 2015
[Review] Rayman 2 Forever (GBC)

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Like the first game, Rayman 2 had its portable equivalent on the Game Boy Color. It’s a pretty good conversion, capturing the atmosphere of its counterpart well. I also feel that it improves on the foundation of the first GBC game, giving us an enjoyable product.

Firstly, it looks great. The pixelart is nice and while the cutscenes are very derpy the game itself uses colour well to make a gloomy atmosphere and the important bits like items stand out (for the most part; I missed a switch a couple of times). Switches are new and give the game a bit more depth than a straight obstacle course, but the level design is actually more straightforward and while it’s cleverly arranged it’s usually easy to tell what to do next, which is a good thing. The exception is the last few levels that turn into big mazes, but that’s fine as a break and final challenge.

The sound is… pretty much the same as the last GBC instalment, as that one’s soundtrack was based on Rayman 2 already. No complaints, but now that I’ve refamiliarised myself with the source the delightfully chippy tunes are even better (if a little repetitive). What’s not repetitive (segue eh?) is the levels and environments, which do a good job changing up the type of challenge and the look.

While the tone and environments are carried over well from the console game, sadly not everything made the 8-bit cut. A notable lack is the enemies, with only two actual Robo-Pirates appearing in the whole game. Two! One is a miniboss (as seen in the fourth screenshot), and the next is supposed to be Razorbeard I think, despite looking and acting identically to the earlier one. We have Zombie Chickens, spiders, crabs, and barrels, and apart from that a few returning Rayman 1 GBC enemies (red bats and the rare Antitoon), but I felt the primary threat of the game was not very present—the main representation of the pirates is a ton of flying bombs. No Jano either.

I think this game did a good job replicating Rayman 2 into a 2D sidescroller on the GBC. It’s also a fun game in itself, and I got to 100% (the reward is underwhelming), which wasn’t even too hard because of the linearity of the levels. I’d recommend it, it builds on Rayman 1 GBC and improves on it, in design and also the use of saves instead of passwords. According to the credits it was made by a different team, but using the same engine and some shared assets the result was better. Which goes to show the importance of design, or something.

Next up is Rayman M/Arena/Rush. That is, unless I can get Tonic Trouble working. It’s been a nightmare setting that up, you can’t buy it, and running a Windows emulator and finding the iso has been a pain. There’s the released game and also the beta “Special Edition”, not to mention the N64 version (unfortunately there’s no decent N64 emulator for Mac). At least I can play Tonic Trouble GBC without any issues. Well, see you soon, same Ray-time, same Ray-channel.

January 25, 2015
[Review] Rayman 2: The Great Escape (PS1)

Having explored, more or less, the Rayman 1 era of games, it’s time to move on to the next stage of the series. Rayman 2 famously was a big departure from the first game, with a darker, more realistic tone and 3D gameplay. One of the perks of the PS1 port that I chose to play is an unlockable level that’s purported to be a prototype of the original Rayman 2, using the engine, look, and playstyle of Rayman 1 but introducing new gimmicks, new antagonists and a new pre-rendered sprite style for some elements. It also seems to feature the industrialisation theme that was eventually carried through to the final game. The single level is basic and straightforward but crammed with a lot of ideas that would have gone into the game, including the “moving into the background” thing that maybe Abe’s Oddysee did first?

Anyway, the final product is much more different to Rayman 1 than this prototype. An entirely new cast of characters save for Rayman himself, although again unique to this PS1 version the Antitoons make a return as random enemies, despite the Electoons themselves being nowhere to be seen. A different playstyle, with a focus on linear 3D platforming with combat setpieces, and collectibles hidden in crannies. A much less whimsical game, R2 has a dark fantasy theme, with the magical denizens of the world being oppressed by alien robot pirate invaders. Humour is still there with the characters Globox and the Teensies, but the environments and music are a bit gloomier in general, though still with splashes of colour and more adventurous tunes. It has a unique identity that enriches Rayman’s world, especially when its additions get mixed into the delightful Origins later on.

Now long-time readers may remember that I’ve actually played this game before. The original release for the N64 and PC was enhanced graphically for the Dreamcast, with a few minigames added and a few level changes. Most latter-day ports, including for DS and iOS, are based on the Dreamcast version (sans additional minigames). However, late in the same year (2000) it was also ported to the PS1 and PS2, with more significant differences. Both added full voice acting, and the PS1 version shortened and cut levels, while the PS2 one lengthened and added some. There’s also unique extras such as the bonus prototype I mentioned, and the additional enemies. The PS1 port also has more interesting characters to rescue from the cages, with little dinosaurs, fairies, and greenbottles (Murfy’s species, although he himself doesn’t appear in the game). The PS2 port on the other hand has three hubworld areas to access levels from, replacing the map screen other versions share.

The PS2 one having more content, I wanted to play that, but couldn’t get the PS2 emulator working. As a second choice, the PS1 port with its many differences seemed a good way to re-experience the game and see what’s been changed. For a start, the graphics are quite poor. Lots of aliasing and low-res textures, but that’s to be expected. The voice acting’s pretty cheesy and generic, and brings up inconsistencies with pronunciation: Raym'n or Rayman? They say “Lumm” but the Origins manual explicitly says that it’s said like “Loom”. Ly the fairy is pronounced Li, while perusing a Japanese subtitled playthrough, they seem to express it as Lai. I also found I was pronouncing Polokus wrong, or was I? There seems to be no consistency, so maybe I should just go with whatever I want.

Enough nitpicking though. The content cuts are actually significant and result in an inferior version. I mean, if you want to play through quicker and see the unique things it’s not a bad option, but there were definitely parts I missed or noticed the lack of, like parts of Tomb of the Ancients or the whole Robot Dinosaur chase. The final phase of Razorbeard’s Grolgoth is also different, although I actually prefer the endless scrolling 3D shooter style to the original’s navigating the enclosed cavern, which led to many deaths in my original playthrough.

On the whole I had a good time with this version compared to my iOS play. Those touchscreen controls really are no substitute, and having a larger (although worse looking screen) was better for the platforming. But still, it’s not a stellar 3D platformer; although remembered fondly by many and with good ideas and atmosphere, the gameplay is not always up to scratch. The level design is just ok, the health system is good, but the whole engine just seems a little shaky. Maybe one day I’ll finally play the PS2 version and see the full potential of the game (or the Dreamcast one, which some people insist is definitive).

For now though, I’ve reacquainted myself with the world presented in Rayman 2, and I’m ready to see what its many spinoffs will offer me. Here’s what we have to look forward to: Rayman 2 Forever (GBC), the multiplayer spinoffs (M, Arena, and Rush… all the same game with differences based on which port it is), Tonic Trouble—the game that served as a prototype for R2’s engine and which crosses over with it slightly—and its GBC version, and finally I’ll also watch the animated series that only has 4 episodes. Some of the educational games are also based wholly or partially on Rayman 2, but I talked about those and I don’t plan on playing them. So look forward to all that, Rayman fans!

January 21, 2015
Rayman Educational Games

I’ve been hesitant to talk about these games, simply because they’re not terribly well documented on the Internet, or at least would require more research than I have done. I’m satisfied to be able to talk about them briefly though, based on the Rayman Pirate Community’s wiki and various YouTube videos showing the games themselves (thanks to Eshap and bekyjewell). The information here is as far as I could grok it; it may not be entirely accurate.

So there’s essentially five major releases in the “educational” sub-series of Rayman games. They’re mostly based on the aesthetics of the first game, with a few exceptions. They’re interesting though and generally add some significant things to that universe, including new characters, and also feature voice acting ranging from cheesy to bland to actually quite good. In chronological order, then:

1. Rayman Junior/Rayman Brain Games/Maths & English with Rayman/Amazing Learning Games with Rayman

Released in 1996 for the Playstation 1 and DOS, Rayman Junior sticks very close to Rayman 1’s formula. It shares the mechanics, the UI, the platforming, and the world map. What it adds is voice acting, a new plot with intro and ending FMVs, and a loose “educational” theme that involves you interacting with numbers and letters. Said interaction is by way of Rayman’s normal techniques: platforming, punching, and so on, along with enemies and obstacles ripped straight from Rayman 1. It seems easier but is built directly on Rayman 1’s engine, so any problems I had with its gameplay are carried over. The plot is straightforward: Mr. Dark has stolen the secrets from a magic book that the Magician is supposed to be guarding, so he and Betilla ask Rayman to get them back, which is presumably what all the letters and numbers are about.

2. English with Rayman/French with Rayman

The second edutainment release in 1997 had multiple alternate versions, based on region. This has bearing on the Rayman universe: in English-speaking countries, the game was French with Rayman and involved the Magician getting Rayman’s help to decipher a recipe his French cousin Pierre sent him. He has to learn French to read the formula, giving the game more of a clear focus and goal and arguably being more educational in teaching you vocabulary and so on. It’s still heavily based on the locations and mechanics of Rayman 1, much like Rayman Junior, but the world map is new, strangely incorporating landmarks from our world, in addition to the references to France which are obviously included. It’s conceivable that these are mere analogues to the locations we know that were incorporated into the Glade of Dreams… with Polokus, anything’s possible.

Getting back to the regional differences though: the release in France and other regions was called English with Rayman and required Rayman to translate a letter from the Magician’s English cousin Andrew. So, how to reconcile this? Mere localisation choices? No sir, we have here two different magicians speaking corresponding languages. I propose that there are two alternate universes: if you speak French, then your Rayman games take place in a world where French Rayman associates with a French Magician named Pierre, and if you speak English, then your Magician is named Andrew. Two Magicians, one Rayman. It makes sense, and my long-ago discussed theory about their mutual demise by Rayman 2 holds (sorry, Magicians).

3. Rayman Dictées

Not related to Rayman 1 at all, 1998’s Dictées for PC (only available in French) uses Rayman’s design from 2 and curiously, is largely based on another French edutainment game called Tim 7’s Adventures, making this a crossover of sorts. Gameplay footage is scarce but it appears to be in point and click adventure style with pre-rendered CG backgrounds and FMVs, leading to typing-related games and tasks. It’s most well known for its CG intro showing Rayman’s house and his interactions with human characters. These characters are all native to the other game I mentioned, so strictly speaking Clara the Witch, Patrick, Landra, Dr Gaaf, Sam, some other guy, a dog, and Tim (who does not appear in the intro but drives the plot) are not Rayman universe characters. Makes it easier to keep track of Rayman lore, at least.

4. Rayman Activity Centre/Rayman Maternelle/Rayman CP

These three releases from around 1999 are linked and share many elements and minigames, but also have their differences. The French versions were published with the branding of Accompagnement Scolaire, which some editions of Dictées shared. Along with the next game down (Rayman Premier Clics for 2-4 year olds), they cover a range of ages: Maternelles for ages 4-6, CP for 6-7, and Dictées for 9-10. Maternelles and CP (which I think refer to age groups) are more closely linked, though, and were likely developed simultaneously.

Activity Centre was released for English speakers, and features a point and click interface to access various minigames of dubious educational value. The aesthetic is heavily Rayman 1, and introduces new characters who are members of enemy classes from the first game: a clown and one of the Band Land insects. Betilla is the main contact to help you and introduce the game.

Maternelle and CP, on the other hand, have shifted the branding somewhat, with some aesthetic elements from Rayman 2 and even the short-lived animated series that was based on 2, while still retaining much of the look and minigames based on Rayman 1. They share some minigames from Activity Centre but also have unique ones, with different sets presumably skewed slightly towards different age groups.

5. Rayman Premier Clics

Translated as Rayman First Clicks (I think), this 2001 release for PC and Mac was intended to introduce very young (French) children to computers and provide simple, entertaining activities for them. Unlike other games on this list, it’s mainly Rayman 2-based, although it’s fairly shallow so there’s not much to go on. It does feature some of Globox’s children, so there’s that. The games are simple and the art is flat and not very appealing. As the final game on the list, it’s not very exciting. Sorry.

If you want to know more about any of these, I recommend the wiki I linked or the YouTubers I mentioned. They’re all passionate members of the Rayman community, and some of that voice acting needs to be heard. Some of these games are also quite well documented on their channels, with full playthroughs and text commentary. I wouldn’t say any of the games are worth playing, unfortunately, but they each add that little bit extra to Rayman’s world (or Raym'n’s world, as Andrew seems to pronounce it in French with Rayman). Well thanks for putting up with my long-winded enumeration of these obscure and silly games. It’s all good fun!

PS. Rayman vs Cullcut

Sorry to bother you, but I found another “educational” game. It’s a typing test thing, a Flash game for browsers that was available in French around 1999 and recently fan-translated into English, and is based on Rayman 2 with Robo-pirates and baby Globoxes. You have to type the words it shows you quickly to avoid getting chomped by Cullcut, which apparently shows up in Rayman 2 spinoff Rayman M/Arena.

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.

January 16, 2014
Rayman Fiesta Run (iOS)

As Origins (and many other Rayman games before it) did, Legends had an accompanying handheld game release. And like other Rayman handheld games, it shared elements of the two most recent console outings. I expected a mainly Legends-based auto-runner to follow Jungle Run, but in fact most of the environments and enemies were pulled from Origins in Fiesta Run, although updated to the Legends style with more shading and 3D-stylings. The Barbara-type characters were also not present.

Thankfully though it does improve on Jungle Run’s formula in many ways. A large scrollable vague map replaces the simple menus. There are Invaded variants of every level that add challenge and twists on the familiarity of the level you just completed. There’s more selectable characters and a unified reward system. There’s even a kind of goal to the whole game. I feel like the levels were more interesting too. (Also I figured out some fun ways to exploit some mechanics to, for example, float horizontally indefintely.)

This game was handled by a proper Ubisoft team, rather than farmed out to a tiny studio, and it shows. Production values are higher, and it’s more stable and slick. Unfortunately they also decided to add in scummy microtransaction BS, although it can be safely ignored for the most part (in fact the purchasable powerups don’t even help, I suspect).

I was hooked quickly and smashed through it. The tuned mechanics made it very easy to pick up and hard to put down. A high point of the iOS game stable, of last year anyway.

January 15, 2014
Rayman Legends (Wii U)

My backlog is so big at the moment. My wife and I polished off this game a few months ago, but I think that will help me summarise more to keep it shorter.

This review really cannot exist outside of my opinion to Rayman Origins, and comparisons constantly came up as I played. I actually recommend playing Origins first, as this game is a progression in so many ways. You feel that when you play the recreated Origins levels in Legends—which, by the way, do not render Origins invalid. First of all, I don’t think it’s all the levels, and second, they have put in Legends mechanics in Origins level designs (for the most part), giving them a different feel, especially when playing Legends as intended.

By that I mean that Murfy is integral to the Legends experience, and I just cannot picture playing the whole game solo. Having my wife on Gamepad while I flex my platforming muscles was a very well done mechanic, although the dynamic fell apart when she was forced into 2D mode at a boss battle or when doing a challenge level. So the ancillary bits, anything apart from the core platforming levels, didn’t work so well with that asymmetric co-op stuff (and hence our playing together). So it’s 2 games really, amazing skill gap co-op core and the awesome and varied single player fringe elements (namely bosses, challenges, music levels, and Moskito).

At least, that’s how we played it. For ages I booted it up daily for the Challenge mode, and it did a good job encouraging the quick daily trips. Competing against the 2 or 3 friends who were at around my skill level was a blast, and slowly racking up points and junk was satisfying. Once I got to the full 100% I’d had enough anyway, so I tied a happy ribbon in it.

To me, Rayman Origins was platforming perfection, so it was hard for me to admit that Legends is a better game. But as I hope I’ve communicated, it’s trying to stretch in a few different directions, making it less pure but arguably more fun. I love them both but the improvements to graphics, developed ideas, and more ambitious levels and designs make it a good sequel overall.

I have nitpicks of course: the music is very slightly less memorable overall despite some astounding tracks, the plot is a bit more nebulous, and the thing that rubbed me the wrong way the most was the main menu thing. You run around in a tent to select levels or modes. It’s good for keeping consistency between movement in levels and in this upper area, but the lack of a proper world map that you move around really hurts the feel of being in a world.

Overall though, this is an essential game, probably my best of the year. Certainly the Wii U version is the one to get, seeing that the others are hack jobs for a game designed around the Gamepad. As with Origins, a joy to play and experience, every side of it: music, art, game design. I particularly cherish the fact that it so involved my wife, who is at an obvious skill and enthusiasm handicap for this genre, and that we could share it so much. I fear that there will be no follow-up considering how much the clueless Ubisoft suits jerked around Michel Ancel and co. But I feel happy having got this much. You may recall that it was the main primary motivator for my Wii U purchase, and although late it was well worthwhile.

April 23, 2013
Trials Evolution (PC)

One day I’m going to include at least one screenshot or image in these reviews, but this is not that day! Ok fine, here: Trials Evolution is the sequel to the cool motorbike with cryptic hidden secrets game, Trials 2. As far as I currently know, Evolution doesn’t have weird hidden clues but it does have multiplayer. I’ve heard it’s good and it’s kind of a posterboy for XBLA, but it’s also on the (much better) Steam platform. Now, I can’t normally play this game as 1) my computer kinda sucks and 2) it’s not Mac-compatible. But lucky for me, I have a cool family.

So I actually played this game while visiting my family back in my home town. My little brother, this blog’s #1 fan, is a huge PC gamer. I guess you could say that after our childhood playing Nintendo consoles and PC games, he took one path and I the other. The PC is his only gaming device, his phone is even still a monochrome brick. Last year he managed to ditch the aging shared family computer and built his dream gaming rig. As such, many games on the old Steam catalogue that had been purchased and waiting were finally able to be downloaded and played. I’ve enjoyed watching some of these while on visits, such as Europa Universalis 3, Serious Sam, Just Cause 2, and lots of others too, including Minecraft and League of Legends.

But enough about his gaming habits. Often I’m content to watch him play games that I would normally never pick up, but occasionally we’re able to play co-op or take turns. This game supports both, which was much easier due to the wired controller he also picked up at Christmas (he’s been known to emulate Smash Bros 64 and fit 3 guys on one keyboard).

For those who are unfamiliar, the game is an extension of many older games that used the concept of a bike and a reliable physics simulation to pull off tricks and stuff, whether for racing, doing sweet jumps, or exploring a strangely-deisgned level. A few that I’ve played are Bike or Die on the Palm Pilot (exploration) or the more recent Mad Skill Motocross (racing). Trials has elements of the spectrum of these games, especially with the user-created content which can cater to different tastes. Obviously, being a modern game, it does it with sweet graphics and 2.5D presentation (2D play in a 3D world, sometimes with curving tracks etc).

My experience with this, as with those other games, was really fun until the difficulty starts to ramp up, and it gets to be a pretty steep ramp (the game also features literal steep ramps), at which point it becomes very frustrating and you need a break. Having the co-op experience and egging each other on really enhanced it though, whether in direct competition or taking turns.

I could say that there’s maybe not enough multiplayer tracks and content, as we seemed to get through most of it quickly before resorting to the taking turns in single mode, which wasn’t as fun an experience, even if the levels themselves were more varied in that mode. The “challenge” levels were a highlight as they used and abused the mechanics of the game to get you to do some wacky stuff, but the straight biking race challenges which often involved traversing obstacles were very solid.

I’m kinda rambling; the game was lots of fun, but when we tried to explore some of the user-made tracks it got complicated, as we seemed to keep coming up with excruciatingly difficult levels. Apparently you can find some amazing stuff in there though, but I dunno. I wasn’t sold on buying the game myself (even if I had the means to play it) because it seemed to reach that frustration level too quickly, which would likely be even worse when playing by yourself.

I suppose if you found some levels that really suited you, you could have tons of fun replaying them with friends. I tend to like completing content, and moving on to other content but we did replay some tracks and just the act of getting through the track, and bailing before the finish line to try and cross just in front of the other person was a really great experience.

I have on more big nit to pick: for some reason, at a certain point in tracks (we theorised it was when the finish line was “in sight” or one checkpoint away or something), if you crashed you wouldn’t respawn and you got a DNF while the other person kept going. I suppose that’s fair enough, but on the really hard levels when it took ten or fifteen tries to clear an obstacle, it meant we slowly got through most of a track but because of the final or even second-final obstacle were never able to cross the finish line, which to some extent invalidated the progress. The point system could have been tweaked or tweakable in this regard too. That brings up that in a game where users can create tracks with such detailed tools, the gameplay itself wasn’t very customisable. Just a niggling point.

The main thing is that the game just allowed me to have a really fun experience shared with my brother. For that I love it dearly and give it twelve ragdolls gyrating through the floor geometry. Some games can be used as a means to facilitate human social interaction or experiences or relationships; yeah anyway that’s gaming theory from Milo right there. Before I overthink it too much, I’ll bail and flail.

November 11, 2012
Rayman handheld games

The Rayman series has a long tradition of having handheld versions to the current main title. Many blend together aspects from the console titles, which lets them serve as a sort of bridge between the main series games, which as I mentioned previously are each quite different to each other.

This started with Rayman for the Game Boy Color, which came out after Rayman 2, and so features some changes: Rayman’s appearance in cutscenes and promotional material is based on his appearance in 2; Tings are said to be fairies inside globes rather than just globes, linking somewhat to the Lums that replaced them; and all of the music is chip-ised from 2’s tunes, rather than 1’s. I think of it as a kind of “Rayman 1.5”. It was likely developed at least partly in tandem with Rayman 2 Forever (GBC), which has almost identical boxart and the same music, and was released a year later (and obviously is also a 2D platformer, unlike the actual Rayman 2).

Rayman 3 had a few handheld spinoffs, firstly Rayman 3 (GBA), which was probably made originally as a separate handheld version of Rayman 2 for GBA, with Rayman 3 elements tacked on at the last minute. It was released simultaneously with the main Rayman 3, and in fact even has connectivity and mini-games with the GCN version, but is mostly inspired by 2. It has Lums, Ly the Fairy, Razorbeard and Robo-Pirates, and Ssssssam the snake, none of which are in 3 proper. Black Lums and Hoodlums are present but rare, so I like to call it Rayman 2.5, especially as that is its probable timeline positioning. This game was also scaled-down and ported to the Nokia N-GAGE, and a separate but very similar Symbian game also exists.

However, the other Rayman 3 GBA spinoff, Hoodlums’ Revenge, is a true sequel to 3, making it I guess Rayman 3-2 (like Final Fantasy X-2), as it is still heavily based on 3. Unlike all other handheld games up to this point, it’s not a 2D platformer but an isometric-type deal. It has more Lum types than 3, but otherwise uses a lot more elements from it than R3(GBA) did. Its plot is also original (although derivative of 3) unlike R3(GBA), which is a pastiche of 2 and 3. Gameplay is different to any other Rayman game, I think.

The final game in the “classic” Rayman series, before Origins, is… well, it’s Rayman Raving Rabbids, but only the handheld versions. Two prototypes of “Rayman 4” were hashed out at various times, one as 4 and one as Raving Rabbids. It was eventually retooled into a party game that spawned some more party games, but remnants of the true Rayman 4(s) survive in 3 handheld games, all called RRR. The purest is the GBA version, which contains environments and concepts from 4 and is solely a 2D platformer. It also features Ly, Globox, Murfy, Lums, and Teensies (Ly gets lots of handheld appearances, despite being in only 1 console game!). Apparently gameplay is very similar to R3(GBA), so maybe you could say this is Rayman 3.5, as it melds gameplay from R3(GBA), which was 2.5, with the concepts of 4. Ok this number thing is getting silly.

Anyway, the DS version of RRR was also a 2D platformer, but it also incorporated minigames, so it’s more of a halfway point between the GBA and console versions. I should make a graph. There was also a Symbian version which apparently rips off its gameplay from Sonic the Hedgehog, of all places. It does use Purple Lums and cages though, in addition to being a 2D platformer with Rabbids as enemies.

Other handheld games include ports of Rayman 1 to the GBA and DSiWare, and ports of Rayman 2 to DS, 3DS, and iOS. There’s also the mobile phone spinoffs: R1-based puzzle game Rayman Garden; the monochrome Rayman Golf; the mono and colour Rayman Bowling, based on R1 locations; and the more recent Rayman Kart, the only game (so far- Legends remains to be seen) to feature characters from 2, 3 and RR!

This brings us to the present. Rayman Jungle Run is a new game for iOS and Android, using the exact same engine and assets as Origins. I guess the closest comparable game is Rayman 2 Forever (GBC), as it is the only one to be solely based on one console game. This is much more similar visually and aurally, obvious since it reuses assets. The big difference here is the gameplay, which is designed specifically for touchscreens. Physics are the same but the controls and levels are designed around Rayman automatically running and you telling him to jump and, later, attack. This works much better than it sounds since as I said the levels and experience is designed around it, instead of trying to also reuse levels from Origins.

This game is more score attack-y that Origins, as the goal is to get every Lum in the level as you run through. Rewards are more Livid Dead levels (yay! so hard!), and a phone wallpaper gallery, handy since you know, it’s on a phone. This gallery also reveals the name of the nymph who was transformed into “Big Mama”, the secret boss of Origins. It’s Fée de la Mort, and there are some nice original art pieces in there.

It’s good to see the tradition of handheld spinoffs continued in post-Origins Rayman, and it’s a short and sweet game. I wonder if Legends will get its own spinoff too. Odd that Origins was on every platform but Legends is only on one, so hopefully there’s something coming.

PS. I should say I’ve never played any of the games I talk about here, except R2(iOS) and Jungle Run. Most of my info is from the Rayman Pirate Community wiki, a generally excellent resource. I’d like to play through them all one day, though. Thank you, emulators!

November 11, 2012
Rayman Origins (Wii)

When I heard there was a co-op 2D platformer better than Donkey Kong Country Returns, I was skeptical. But Rayman Origins is clearly my favourite game of this year, in fact it would be my Game of the Year except in came out in 2011. It is so good.

From my perspective there was a lot of hype for it, but that hype is so justified. Ubisoft and Michel Ancel came back and really put a lot of love and effort into making this the next Rayman successor.

Speaking of him, I find it interesting that each of the four “main” Rayman games features kind of a soft reboot. Rayman 2 was so different to the original, and while the third is quite similar to 2 there are few returning enemies or locations. (Although I haven’t played 3 so I’m generalising a little). Origins makes a worthy attempt to reconcile the seldom-revisited characters and locations from the original bright sugary game with the darker tone and characters of 2-3. Before this game, I think making an overall timeline or setting for the Rayman universe would have been a lot more difficult.

Of course, I say this, but the truth is I had little interest in Rayman before hearing about how great Origins is (and it is really great). However, as I like to do with games I get into, I dived deep into the leading fan wiki. I also picked up Rayman 2 for iOS for a dollar for a bit of background there (it was very hard to control, but nostalgic as a 90s 3D platformer). This prepared me for the game pretty well, although in some ways there are just as many new or different concepts to Rayman’s world as previous games had introduced.

Having a bit of context is always good for games with callbacks, and this game had lots. It uses both Lums and Electoons, collectibles from 2 and 1 respectively. Teensies and Globox from 2 and 3 help you out, with Betilla the fairy/nymph and the Magician from 1 as NPC helpers, although I’m convinced it’s not supposed to be the same Magician. Mr. Dark, also from 1 appears finally as the big bad, although I think you would need to have read the blog and the cut script from the demo to make that have more impact.

Incidentally, this development blog often featured characters, concepts and even basic setting that were changed before the final release, making it very interesting to go back and read after playing. The original setting, surviving in subtitle form in the final game, was that of a prequel. As it is it could be set anytime after 2.

Of course, there are many more games in the Rayman series that the “main” 4, but I’ll save that for another post.

Anyway, as for the basic gameplay of the game it’s a smooth-flowing, fast-paced 2D platformer with collectibles and secret areas and gimmicks. There’s also the usual levels with completely different gameplay that are often seen in 2D platformers, in this case side-scrolling shmups. A staple of modern 2D throwback games such as DKCR, New Super Mario Bros. Wii, Kirby’s Adventure Wii, etc is the co-op feature. These vary from the more co-operative (DKCR with no collision and teaming up to help each other) to more competitive (NSMBW with tons of precision-destroying collisions and trolling). Origins compromises very effectively I feel, with no collisions but the ability to use attacks on the other players to knock them around without doing damage. It’s a good system that lets you either help or hinder your friends. Naturally, I played most of the game single-player as my brother and I now live in different states (we had loads of fun with DKCR last year).

Rewards for getting more collectibles are fairly satisfying, more Lums in a level gets you more Electoons, which unlock more levels (often) and character skins (less often). The skins are a great idea that other games should do way more often *cough*NSMBW*. Even DKCR could have used Funky and Dixie as swaps, but I digress. There are also optional challenge levels, and if you do them all, a final super-hard level in a unique environment (seen in the game’s intro). This was good as something to work for, and plenty challenging for me. There’s enough levels generally too that the single one as an end reward was enough.

But let’s talk about the best aspect of the game by far, and the one that always leaves me smiling and happy. The sound and visual design were just beautiful. The cartoony/painterly art style is wonderful, and the ridiculous music was a joy to listen to, one of the few straight game soundtracks I can listen to outside the context of the game. The characters are all exaggerated and funny, and most of them speak Pig Latin in silly voices which is very endearing.

But let’s wrap up. Rayman Origins, as I’ve said, is my favourite game I’ve played this year. It’s just so well-designed, every aspect. From the look to the sound to the very solid gameplay, it’s just great to play. There are of course one or two niggles like mid-air attacks cancelling momentum, the majority of skins being Teensies, or the large amounts of plot and dialogue that were cut which I at least would have enjoyed. But as a game, and as an installment in the Rayman universe, I couldn’t recommend it highly enough. It certainly breathed new life in a big way into the Rayman franchise, which had stalled after the Rabbids overtook his popularity. Fantastic, big hand to Ancel and Ubisoft. Thank you for making a game I love so much.

Wife’s comment: “It was too hard, but the flying bits were ok. It was pretty.” I managed to get her help with the shmup sections, it makes them much much easier with 2 people, even with an inexperienced gamer.

EDIT: Oh yeah, I forgot, I played the demo on 3DS, DO NOT BUY. From my experience and what I’ve read, the 3DS version is a really crappy port. Slow interface, gameplay elements too small and blurry, overall a lazy port. Get a console version for goodness sake! I have no idea how the Wii version compares to the HD consoles, but it was perfectly fine for me, absolutely no complaints RE: resolution or anything.

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