Current:
Rayman 3 maybe? idk xD
Paused:
N64 Rayman 2 (with Funnyhair)
GBA SMA 4 : E Reader (With TehSeven)
TASVideos is like a quicksand, you get in, but you cannot quit the sand
Here is a trick I found a while ago. We unfortunately won't get to use in the TAS, so I'm posting it here for reference:
Link to video
Cheating death.
After touching the bottom edge of the level, there are a few frames between the game registering that Rayman fell down a bottomless pit and him actually losing a life. Under certain circumstances however, it is possible to be rescued from death by getting lifted upward by a pencil.
In this state, interactions with sprites are messed up. Rayman instantly clips through most sprite platforms he tries to jump on, requiring to jump off on the exact frame you land. Certain platforms, such as the rows of pencils or bouncing yin yangs can also give Rayman a big vertical boost upwards. Dying and exiting the level return the game to normal.
Unfortunately, there is no use for this trick that I have found. It seems you can only trigger it in this level, as only here the platforms are placed in the right way for it to happen. I have found no other way to trigger it, and no other stage where it can be triggered.
Additionally, there seems to be no use for it in this level, since you can't make use of any of the benefits it gives due to how the level is laid out. Activating it also has several other consequences, such as making it impossible to use sprite boosts, which is why I can't show it off in the TAS even for swag. Hence, I'm posting it here instead.
Still it's kinda neat I guess.
Current:
Rayman 3 maybe? idk xD
Paused:
N64 Rayman 2 (with Funnyhair)
GBA SMA 4 : E Reader (With TehSeven)
TASVideos is like a quicksand, you get in, but you cannot quit the sand
Current:
Rayman 3 maybe? idk xD
Paused:
N64 Rayman 2 (with Funnyhair)
GBA SMA 4 : E Reader (With TehSeven)
TASVideos is like a quicksand, you get in, but you cannot quit the sand
Wow I didn't realize how cool a TAS of this game is LOL.
Thanks! Sorry for the long delay! Scrimpeh did almost the whole level here, I did a part of the boss, I was surrounded with work FeelsBadMan
Anyway, here's Space Mama Crater!
Link to video
Current:
Rayman 3 maybe? idk xD
Paused:
N64 Rayman 2 (with Funnyhair)
GBA SMA 4 : E Reader (With TehSeven)
TASVideos is like a quicksand, you get in, but you cannot quit the sand
Thanks guys!
Link to video
Our boi scrimpeh did everything there lol
Current:
Rayman 3 maybe? idk xD
Paused:
N64 Rayman 2 (with Funnyhair)
GBA SMA 4 : E Reader (With TehSeven)
TASVideos is like a quicksand, you get in, but you cannot quit the sand
Current:
Rayman 3 maybe? idk xD
Paused:
N64 Rayman 2 (with Funnyhair)
GBA SMA 4 : E Reader (With TehSeven)
TASVideos is like a quicksand, you get in, but you cannot quit the sand
Echoing Warepire's question. Also, was that a fall through floors glitch or can you normally fall through those?
Thanks for the feedback, both of you.
Hopefully, the rest of the game shouldn't take too long, but you never know. Mr.Skops 1 should be the last level that is really demanding optimization-wise. After that, we should be home free hopefully.
The floor clips are indeed a glitch. You do it by hitting Down on the D-Pad for 2 frames on the right position. They work whereever a solid tile meets a sloped tile. The floors must also be thin enough, if there are solid tiles below the ground, Rayman will not clip through.
Joined: 12/28/2012
Posts: 3
Location: United States
At 2:16 in the Eat at Joe's video, what was the purpose of punching the falling ring a bunch? I'm assuming it has something to do with camera manipulation, to make sure you didn't die by going down too fast, but I'm not totally sure.
At 2:16 in the Eat at Joe's video, what was the purpose of punching the falling ring a bunch? I'm assuming it has something to do with camera manipulation, to make sure you didn't die by going down too fast, but I'm not totally sure.
This is used to do a sprite boost later, at ~2:58 in the encode. You have to grab the ring while Rayman is on a specific pixel position to activate it. This 'magic pixel' is located too high to hit while falling, so we need to jump off from the ring at least once to hit it. This loses about 25 frames, but the sprite boost we can do later more than makes up for it.
I hope this explains it well enough. I'll probably try to make a more detailed write up later about how the ring and sprite boost mechanics in this game work, since they are fairly unintuitive.
Current:
Rayman 3 maybe? idk xD
Paused:
N64 Rayman 2 (with Funnyhair)
GBA SMA 4 : E Reader (With TehSeven)
TASVideos is like a quicksand, you get in, but you cannot quit the sand
So I went and did the thing I probably should've done 7 years ago and actually mapped out all of the ringboosts you get for a ring. Since the positions don't normally change between rings, you can just create a heatmap and show it in-game, which is what I've done.
This allows to quickly get a visual reference for where you need to be to activate good ringboosts. It also finally clears up where exactly good ringboosts are and aren't.
I've written a Lua script that lets you overlay the heatmap over any ring of your choice. You can check it out here (GitHub link).
This is the current heatmap. Black shows high-value negative ring boosts, white shows high-value positive ringboosts. Red shows ringboosts that are above the speed cap of 48 / -48. You can clearly see the radial pattern. You could still extend it further to the sides if you wanted.
Here is the raw data. (CSV format, About 5 MiB, currently)