Wednesday 28 April 2021

Rayman level 09: The superhelicopter

 In Rayman´s Designer engine, the A to B typical goal of a platformer videogame is also accompanied by a primary task of collecting blue orbs called "tings", normally 100 tings you must collect if you want to reach the goal sign and consider the level finished. As that, you can take advantage of the mechanic by creating obligatory paths that could be left behind if it wasn´t for the obligatory collectibles that the blue tings are.

I am explaining this because all of my levels designed here have this property. As a special trait exclusive from my creations, I also made another optional collectible which are 100 dark blue tings scattered across the map. These dark blue tings have the function of guiding you across the level, they aren´t mandatory to collect and don´t affect the game whatsoever.


   The superhelicopter is a game ability where Rayman can freely fly. It is a "power" where you need to toggle it first and works in an exclusive level.



As the title suggests, this is a map focused on said game ability. The player begins, however, with such ability not available, you just need to jump a few platforms and reach for a potion, the event for activating the superhelicopter (in a homage way of how it happens in the original game, Rayman obtains the superhelicopter by drinking the same potion on the MOUNTAIN.MAP template).
What comes next is also fairly reminiscent of the original game. In the original stage the first obstacles are some pieces of land dominated by antitoons, up until reaching the first checkpoint. In this map we find a similar situation, with antitoons plaguing the area until we reach our first checkpoint.




What comes next is...fairly mediocre as a testimony of my first levels. The terrain is a spiky flat terrain, with big prickly balls toilering the place. This is are is the thickest of the stage, testing the player on the superhelicopter ability with many prizes (extra lifes, health refill, etc.) for those who think outside the path.
At the end of this flat field we reach the second checkpoint. We have to descend to an area similar to the beginning but now populated with spiders (enemies).


Between the spiders, the big solid wall above and the narrower path, I wanted to give a feeling that you are crossing the home of the spiders, and they are not welcoming you. Escape from a chimney hole up to the third checkpoint.
After the checkpoint we have the final part of the stage. First, we find another similar structure of scattered small platforms, this time we will find stone-men (a hardy, unkillable enemy). After that we have a small section similar to the long road of prickly balls we saw before, ending with a flat-stone challenge. Exit sign is at the bottom...
...but, if we are curious enough, we´ll find a narrow path that leads us to an extra exit which reward us with an extra life.




Finally, the video gameplay of the level in all its glory:










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