Thursday 29 April 2021

Rayman level 15: The pirate´s strike

  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 pirate´s strike. Another level where the name says something about what you are about to meet. In the IMAGE.MAP event´s list there´s a unique enemy type called "Pirate", which are some mooks on a flying pan following a downfall pattern with the possibility of alterating the downfall trajectory with reaction types.



The level has a marathon style design with constant harassment from these type of enemies, having to sort them out in different terrains, from having to move in a plain of spiky soil with a bouncing ball to classic platforming avoiding the attacks of pirate coming from all directions. All while avoiding falling into deadly ground.




A note of difference is the final parts, which were heavily modified in 2010 (8 years after its creation). As you progress the level, the presence of pirates is more and more numerous. With the final obstacle course having constant ambushes from these evil enemies.



Video of the level. Synopsis: This level focuses on the unique event from Image City, the Space Pirate.
So here you have to deal with a full army attack of them. Beat them up!






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