Thursday, 29 April 2021

Rayman level 11: The stone dogs

 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 name of this map is not random. This map features a lot of stone dogs enemies exclusive from two of Rayman´s palettes. Said enemies are low tier mooks that are very agile and in groups they can be a threat if we allow them to react with their "ball jump" attacks. Above all, this map recopilates all the special enemies and threats from MOUNTAIN.MAP without being a long marathon level. It´s actually a fairly short map.

Just at the start of the level, we get "greeted" by a group of five of them that we´ll need to punch away. That´s as a normal, flatty terrain encounter.



After escaping this we encounter an area that is an inspiration from a place I saw in Rayman Junior, running across a bridge of cloud platforms.
Next comes a series of platforming together with encounters of the unkillable and hard to beat enemies that the MOUNTAIN.MAP presents, along with the stone dogs. Here, I also have a design inspired by another level from Rayman Junior. This type of design is found twice with the difference in one the player is descending the level and in the other one the player will be climbing up the level.



The only checkpoint is in the middle of the level, represented as a lonely photographer apart from all the madness going across the level (the map uses exclusively MOUNTAIN.MAP monsters, not even Mr. Dark´s minions, as a way to represent this place is also free of the villain´s taint). After passing the checkpoint we are forced to turn left to search for some tings and the way to open the path to the right hand of the checkpoint. The player must traverse a series of routes surrounded by spikes.



Once the path to the right is open the ascending part remains, which is a combination of what has been seen so far. Up until reaching the exit area where there are no enemies but plenty of rocks hiding 3 extra lives. But to reach these lives Rayman must be cautious to not step where the last tings are or else the lifes will be gone forever. It doesn´t help that the tings are well available to collect while the extra lifes are behind a trace of breakable rocks.




Video gameplay of the level.









Wednesday, 28 April 2021

Rayman level 10: The staves of ice

 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 staves of ice" could enter in the section of what we could consider as marathon levels: long levels with most of the events, surfaces and mechanics present. Having a light lean to the slippery platforms that make Rayman go faster but losing control, this level is also a wink to the Rayman Junior zone from MUSIC.MAP.



Another unique trait is that, being primarily a vertical map, We start at the top of it and we must proceed going down. In fact, the exit sign is at some of the lowest surfaces in the map.



All in it, attempting to look as balmy as the MUSIC.MAP design can be. In this stage before reaching the first checkpoint we´ll have to slip and traverse a pit full of shapened notes (deadly ground) using different platforms.
With the first checkpoint passed, we´ll have to deal with the Demonic Spider enemy that is the moth from Rayman and moving across small staves occupied by antitoons.
Then, there will be a section where we will have to deal with trumpets, a special enemy that blows Rayman from one direction to another.



What we will notice is that this map is actually a split in many mini-sections focused on different enemies and mechanics (but especially enemies which provide extra functionality). After escaping the trumpets we land in a stave full of moving bad notes (unkillable enemies) and you will have to jump and dodge with precision. Only to land on a safer place full of flying antitoons that come to you in formed squads of two.





Our last checkpoint will be waiting for us. With the exit seemingly near. Problem is that the way to the exit is blocked by a deadly prickly ball, forcing us to go to the right across a giant drum full of moths and hunters. After some small platforming we reach an area which is basically a giant cloud where the last tings and the place to unlock the path to the exit are.


After grabbing the last tings we must return across the same path...or kill ourselves and start closer to the exit, where the last checkpoint is located. Saving us time and having to kill the same enemies we killed before (Rayman´s enemies re-appear after leaving the place where they appear behind).


Here is the video of it. Warning! It´s advisable to use snow chains while watching this video!
The terrain in this map it´s constantly slippery!











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:










Rayman level 08: Pencil drawing workshop

 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.

    Another vertical map, short and focused in one or two tropes. This time on two, as the name suggests, this level has a lot platforming with the event from the IMAGE.MAP pencils (moving or not). Also, as a secondary tract, it also has plenty of "falling enemies" trope here.


The level starts with a block group of erasers, with the lowest bottom of the map being flooded by moving ink (instant death), here it gives a tease of what´s about to come with two moving pencils "floating" on the ink river. Rayman has to  go there for collecting one ting (and a superpower if he wants too). Once returned to safe land (rubber land), it´s time to ascend using the first line of pencil platforms. We´ll reach the first checkpoint here. And after that is where we´ll have to avoid the first falling enemies.



The remaining of the stage will be a series of jumping from pencil to pencil left, right, up, right, left, up again path. Only at the end things change avoiding falling pencils instead of falling ball enemies and moving across bouncing rubbers.

Video showcase. Wanna learn how to draw by pencil?
Then this is not the video you were looking for!! (Still, I can teach you, though...)
Ok. This level has many pencils. And it rains Ying-Yangs bouncing balls too!
PS: Screw the legit gameplay!




Rayman level 07: Into the pit´s heart

      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.


   "Into the pit´s heart", originally called "The super mushroom" (I was only 10-12 years old). Spoiler alert: there´s no super mushroom at the end but actually a big tree tentacle creature. The high tier enemy from the JUNGLE.MAP in Rayman thay I like to include as the latter challenge in levels.



This level starts to divert from the "snail shell level" concept I was moving in the first maps. Here we start at the bottom left of the level, in a place that makes a homage to the second stage from the level "Swamps of forgetfulness" from the original game.



Soon after we reach the first long vine to climb in, we´ll see that up our heads there´s another homage zone, in this case, reminiscent to the first stage of "Moskito´s Nest" level, where most of the stage was in the water level road but up your head there was an area full of explorer type enemies. Here is more of the same.

After leaving this part we´ll find our first checkpoint detained by some enemies ("checkpoints" in Rayman are actually living standing still photographers). What comes next is moving and fighting your way across some long islands in the pit (hence the name). I say fighting because until now the level has met a lot of enemy blobs. This is about to change.



Once you meet the plum navigation section the fighting pace changes to a platforming one, having to avoid prickly fruits and using three vines as main path. Because we reach a vertical wall (symbolized by the leafs and vegetation in the right "wall" of the map).



Because the vines have some thorn parts, the player will have to leave the vine path to enter some small sections with the presence of antitoons and swinging pointy fruits (and flying piranhas in the secret life area). Eventually, we´ll reach the top of the map and now is time for moving platforming travel, having to jump with precise to reach proper land (all while above our head, the "ceiling" of the map, is populated with more leafs and vegetation).




Once on solid soil. We´ll find a big tentacle flower which we can avoid fighting it by using surrounding platforms. From here the path is straight, entering a narrow cave with some enemies and finally meeting the exit, guarded by an enemy hunter.




Video time.







Rayman level 06: Madness at the cave

 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.


"Madness at the cave" (originally -circa 2002- called "Crazy Caves") is probably the shortest map of my creations. And yes, it´s a vertical map (commonly, due size restrictions, vertical maps in Rayman´s engine were the shortest).


As usual on vertical levels, you start at the bottom, and this, being a cave style map, it is supposed to be the deepest of some vertical aquifer, having at the bottom a deep pool of water (where you drown if you fall into). Rayman will have to climb it up crossing narrow prickly passages and nasty enemies.



Frankly, this map doesn´t have too many "living" enemies (as in, supposed hostile characters). It is more a test against nature having to dodge falling lava rocks at the beginning and platforming on moving platforms (both left to right and up and down) across narrow spiky grottos. It takes the "platforming" part of Rayman.
The end part is wider, like if you had finally reached the exit of the grotto, but again you need skills avoiding those painful rotating prickly balls.



Video showcase. Welcome to the eeriest world of Rayman! The Caves of Skops! This is a short but nonetheless difficult level where you must pay attention to your platform skills and jumps in narrow corridors:









Rayman level 05: Sweet Death

 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.


   Despite the name of the level, nothing violent or dark is coming here aside of meeting the nominal villain of the game, Mr. Dark. Originally, back when I was 11, this level´s name was "pastel, pastel" ("Cake, Cake" in Spanish), a not very expressive name.

The level starts with one of the unique "curse spells" mechanic that the villain, Mr. Dark, can cast directly on Rayman: shrinking him in size with no option to turn back to normal unless passing through an invisible anti-spell amulet.



The shrinked part doesn´t last for too long, luckily, or else it´d be too boring (Rayman can jump half the distance, run half the speed, etc. making the progress more sluggish). Basically after passing the first section avoiding bullets and clowns (enemy events) you can turn back to the normal size. Unfortunately, as a missed step from my first creations it something not many could notice how to reverse back to normal size. You just need to step on a precise area, which will be where you have to progress the level, but only once you have collected the necessary tings before (yes, this level is another "snail path design" footprint of my first levels).



If you decide to take the lower path of taking the necessary tings with the shrinked Rayman size you will figure out you need the normal size in an abrupt way: dying by falling into water pools.




As the "snail path design" follows. Rayman must path back and follow the normal road atop the map, here Rayman must move across icy slippery platforms that make him go faster but also makes his control harder. Including to the difficult is another "Mr. Dark spell" summoning a Bad Rayman copy which follows the exact movements of the players with a 4 second margin. Should Bad Rayman comes into contact with Rayman (the player), he´ll lose a life.




Once Rayman arrives to the first checkpoint of the map (which is in the bottom right of the level, the opposite of the starting point and half-way to the exit sign), Bad Rayman will cease chasing the player after moving in icy and bouncy surfaces.
What awaits now is a cross-river section, full of small icy pieces you must clear first from antitoons (the basic, small mook enemy in game).


There is an incresing difficulty curve here. The first "cleaning" icy pieces are easier but difficulty becomes higher the more you progress. At the last part there will be another summon of Bad Rayman and some indestructible, deadly red antitoons to deal with which require rapid reflexes and wit to come out from it.
After the rough path, there is another checkpoint, marking the final section of the level. The center of the snail shell path.


This last part is more relaxed, without the pressure of having a bad copy chasing you. It is an encounter with different enemies exclusive to the CAKE.MAP world of Rayman, crossing short small platforms until reaching the exit, located in the centre of the map.


Video display. A normal map by my standards. In this level you must reach the exit in the core of the map making your way through Dark minions and Mr. Dark himself: