Rayman 2: The Great Escape

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These articles focus on the Nintendo 64 version of Rayman 2. Much of the information applies to other versions, however.

Glitches

Wall Jump

While pressing against a wall, jump and continue pressing against it. If you did it right, you'll stand on the wall briefly before dropping to the ground. While you're standing on the wall, you can jump, allowing you to reach higher places than usual. This trick only works on certain walls. Video

Trigger Hop

There are certain "trigger zones" on the ground. If you stand in one for too long, a cutscene or series of textboxes will activate. By jumping right after landing in a trigger zone (or after pulling yourself onto one while hanging from an edge), you can avoid activating the cutscene or textboxes. A large trigger zone may require multiple trigger hops. Video

Infinite Barrel Flying

There are two ways to perform this glitch.

  • Grab a barrel and walk into a flame to start flying. Stop flying and grab another barrel. Throw the barrel up, take damage (e.g. from a pirate), and catch the barrel. Rayman will be flying with an invisible barrel that never runs out of fuel. Running into walls does not cause you to stop flying. To release the barrel, press A. Video
  • Grab a barrel, stand next to a wall, and throw the barrel into the wall to damage yourself. Before your invincibility runs out, grab another barrel, walk into a flame to start flying, and crash into a wall. If you did it right, the infinite flying glitch will trigger. Video

Edge Jump

If you run toward an edge and jump right before falling, you can get a little boost that gives you extra distance and speed. You can also do this while sliding, resulting in massive jumps. The first 30 seconds of this video contain several edge jumps.

Autojump

When you slide into an edge, Rayman jumps automatically. However, there are some places without an edge where the game gives you an autojump anyway. This can help speed up sliding sections.

General Timesavers

  • Jumping on slopes: Jumping on slopes makes you move faster, but reduces the amount of control you have. Jumping right at a transition between a sliding section and flat ground lets you preserve your speed until you hit the ground.
  • Fast falling: Jumping and falling lets you fall faster than walking off a ledge, at least for short to medium falls.
  • Hanging from edges: While hanging from an edge, it's faster to jump up than it is to pull yourself up. However, trying to jump while hanging from a moving platform can result in falling, so pulling yourself up from moving platforms is sometimes useful.
  • Climbable walls: Jumping repeatedly to move up climbable walls and vines is usually faster than climbing, but it is slower on some walls because there are few places where you can grab the wall after jumping. Also, it's usually faster to manually jump near the top of a wall rather than jumping automatically by climbing to the top.
  • Helicopter usage: You move much slower while using the helicopter, so it should be used as little as possible. When you have a choice between using the helicopter to land on a platform or grabbing the edge and jumping up, the latter is usually faster.
  • Shooting after throwing: While throwing an object forward, press B repeatedly so that you shoot immediately after throwing it. This will let you start running sooner. Video (#1)
  • Portal boosting: Hold A while leaving a portal at the beginning of a level and the portal will throw you either farther than usual, higher than usual, or both. This seems to save time in some levels and waste time in others.
  • Advancing through text: During cutscenes where the bottom of the screen turns black and text appears there, you can hold A to advance through the text as quickly as possible. For textboxes that appear in the middle of certain levels, you must mash A to advance through the text quickly.
  • Skipping cutscenes: You can skip certain cutscenes the second time you see them by pressing B a few seconds after the cutscene starts. In a speed run, this is most relevant during the return trip to The Menhir Hills, but it is good to know while practicing other parts of the game.
  • Squeaky pirates: The "squeaky pirates" with blue and white shirts will flatten you if they hit you while you're on the ground, costing several seconds. If getting hit is hard to avoid, try to get hit in the air. That way, you will not be stunned.

Graphics Settings

There are five possible graphics settings:

  1. Expansion Pak in, high resolution, maximum sharpness
  2. Expansion Pak in, low resolution, maximum sharpness
  3. Expansion Pak in, low resolution, standard sharpness
  4. Jumper Pak in, low resolution, maximum sharpness
  5. Jumper Pak in, low resolution, standard sharpness

The game always starts with setting 1 if you have the Expansion Pak in or setting 5 if you have the Jumper Pak in. If you change the setting on the main menu and then start a new game, the setting will be applied to the new game. If you save with a certain setting active, that setting will still be active when you load the file. The graphics setting can be changed at any point in the game from the pause menu. After changing the setting, press Start to return to the game quickly.

Some settings cause more lag than others in cutscenes and in gameplay. This video compares the running lengths of several cutscenes using each of the 5 settings. It appears that setting 2 is the fastest. Thus, it is recommended for speed runs. However, the lag induced by setting 1 can make certain glitches easier to perform.

Lum Requirements

There are six levels that you must have a certain number of Lums to enter:

  • The Walk of Life: ???
  • The Santuary of Water and Ice: 100
  • The Sanctuary of Stone and Fire: 300
  • The Walk of Power: ???
  • Beneath the Sanctuary of Rock and Lava: 475
  • The Iron Mountains: 550

Attack Strength

  • A charged normal shot is 3 times as powerful as an uncharged normal shot.
  • An uncharged golden shot is 3 times as powerful as an uncharged normal shot.
  • A charged golden shot is 6 times as powerful as an uncharged normal shot (i.e. 2 times as powerful as an uncharged golden shot).
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