Thread #12403353
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How were kids expected to beat this in 1995?
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It's about the same difficulty as other platformers of the time like DKC2, Bug Too, Lomax or even Crash Bandicoot.
Challenge was expected, and was even preferred, especially for western games; and kids weren't the only audiance.
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>>12403376
I played most of these and none of them were as hard as Rayman. Not only did Rayman have limited Continues but there was some bullshit moments, like that one fly boss attack you were supposed to crouch under even though it seemed like you'd get hit because its hitbox was smaller than the actual sprite.
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>>12403353
When I was a kid I used to think Rayman was a sequel to Dynamite Headdy
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>>12403353
Most of us grew up in an era where we had to beat a game within a weekend rental period. Game devs were pissed by this so they would make the games harder to compensate, so you were forced to pay the full $60.00 for the game.
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They weren't. I don't think I ever got past Band Land, but granted I was about 6 years old. Rayman 2 I finished multiple times.
>>12403376
I have no fucking clue how Crash 1 has earned this reputation as a brutally difficult game. Sure, getting 100% is tough but it's still do-able for a kid with lots of free time. Just beating the game itself is pretty easy by 90s standards.
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I was thinking of getting the 30th anniversary collection, but I'm glad I waited until feedback came in. I don't have much hope for the physical release improving. If I had to pick one version to play, what should it be?
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>>12403542
The version that was too good yet again
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>>12403560
Genuinely never understood why people complain about the save system in DKC2. You only need to pay two banana coins to save, and the first save in each world is free. Even if you somehow don’t have two banana coins, just go to a level you’ve already beaten, get what you need, and leave.
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>>12404012
> It’s a completely retarded idea that Rare obviously regretted since they never used it again.
It was different standards. Lot's of platformers limited saving to some extent because otherwise it seemed too easy and people wanted the challenge. DKC1 also limited saving, as did Crash Bandicoot and others. Saving in a platformer was still a relatively new concept outside of Super Mario All Stars. Even SMW won't let you save at will after every level unless you backtrack.
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>>12403542
The Saturn version of Rayman is a meme.
>the more animated loading screens merely mask the longer loading times
>the PS1 version's transparent mist layer in some levels was removed
>the final boss fight now has lighting effects that hurt my eyes
I have no idea how in the world the Saturn version got the reputation of being the best version of the game. I think it's actually the worst console version. The title screen is different? Also in other lost-PS1 versions (and it's in the PS1 version as an easter egg so it was clearly a repurposed test animation). The level-clear theme is different? It was originally from the Japanese PS1 version. The Saturn version just doesn't uniquely bring much value to this game. The MS-DOS version is ARGUABLY the better version despite the screencrunch and missing tracks because, unlike the Saturn version, it was made by the original development team at Ubisoft and includes a few design tweaks for better flow. The ideal version of Rayman 1 doesn't exist because it would have to be the PS1 version with some parts of the MS-DOS and Jaguar versions ported in, and don't get me started on Redemption.
Amazing that something as simple as adding warp effects on the loading screens is enough to trick people.Okay, the one nice Saturn exclusive is that Rayman has a new victory animation after beating the final boss that I'm pretty sure the original developers just ran out of time to implement in the PS1 version because you hear the map music for a split-second in the Western release where it would play..but the Jaguar version has the Electoons you saved flowing in out of celebration, which is more effective, so I stand by the above.
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>>12404246
PS1
>>12404195
PS1
>>12403542
PS1
>>12403545
PS1
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>>12404195
Wow, looking at videos, the final-boss lighting effects and window pixelization are pretty bad on Saturn actually, it could've been a nice effect if it were more subtle but it looks distracting and incomplete.Redemption fixes the window smashing at least.
>other lost-PS1 versions
Eh?
>The ideal version of Rayman 1 doesn't exist because it would have to be the PS1 version with some parts of the MS-DOS and Jaguar versions ported in,
That seems to be the general consensus that no one version is perfect but how would you do it?
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>>12404381
>>12404195
What exactly is wrong with the PS1 version?
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>>12404490
Either that or simply resetting and reloading if you lose too many lives in a level. The first half of the game is relatively easy. You should have a surplus of 30 lives by the time you are in picture city.
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>>12404381
>other lost-PS1 versions
The *post-PS1, sorry, not lost.
>That seems to be the general consensus that no one version is perfect but how would you do it?
This is just total pie-is-the-sky since the 30th anniversary pretty much shows this would be impossible, but if you to add things from the Jaguar version to the PlayStation version:
>fastest load times
>longer jump height
>more focused camera
>exact bonus timer
>better helicopter recovery
>Bzzit's shmup gameplay (I actually prefer the other versions but for consistency with Rayman Origins)
>Moskito using the proper palette during the chase sequence rather than mistakenly using Bzzit's
>vanishing clouds opening their eyes to tell the player when they're about to vanish
>the proper background in the reflection of the Tibetan monk orbs
>hint to open all the cages if you haven't already before taking on the final level
>Electoons cheering Rayman in the ending sequence and Mr. Dark swearing he'll be back diring the credits
>bosses and final level can be replayed
>unlockable Ray Breakout (has more levels and snappier gameplay than MS-DOS)
There are also some other alternate level layouts, but relooking, I think PS1/Sat has overall the best assortment, and some of the moved cages in the MS-DOS version may be because of the screencrunch compared to console versions.
Honestly, we'd probably see something close to the best of both worlds if the development team didn't decide to split up to finish the PS1 and Jaguar versions.
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Only because it's the only bone this sorry ass system will ever get tossed
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>>12403420
the series goes Decap Attack -> Plok -> Dynamite Headdy -> Rayman -> Dead Head Fred
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>>12403372
>>12403376
The challenge was fine. The retarded life/continues system was literally broken. If crash or dkc had the same problem, people would complain about those as well.
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>>12404810
So as someone uninitiated: what's BAD about the Jaguar version compared to the PlayStation?
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>>12403353
It was the tail end of a different era. Kids back then had fewer entertainment options and only a couple of games. There were few things more frustrating than buying a game at full price and being finished with it by the end of the weekend. By the time the PS2 launched there were enough high quality and cheap used/ budget games that people stopped caring as much about getting as much time as they could out of a game.
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>>12408896
The Jaguar cartridge was the lead version after the failure of the SNES version until Ubi Soft was enticed by the PlayStation hardware and started looking at CD formats again. Semi-late in development, most of the devs jumped ship from Jag to PS1, while a main programmer stayed behind to finish the Jag version. (The original devs later worked on the MS-DOS port, which is based on PS1 but brings back a new iteration of Jag's breakout minigame and includes a Band Land level background the artists wanted to use but didn't get room to fit in either version, which I don't think is as good at tutorializing Band Land concepts as the replaced level.) As result, the PS1 and Jag versions FEEL like they were split up and are missing a few things that the other has - because that's exactly what happened and they had to lock in to meet the North American launch window.
That said, the PS1 version is overall better since the resources poured in that version makes the Jag one feel like a late beta.
>the audio presentation is, to put it nicely, an "acquired taste" on Jag (not, this isn't like N64 Rayman 2, it legit sounds farty)
>Rayman is missing several animations and so are bosses, resulting in simpler attack patterns (some do have longer defeat animations though) and most notably the final fight missing a phase
>backgrounds are missing parallax effects (they sometimes have less artifacting but foreground objects have some palette improvements on PS1) plus there's more scroll blurring on Jag and atmospheric effects are missing
>fist powerups decrease when getting hit on Jag, not just losing a life
>many gimmicks and areas are missing from Jag, most notably the sliding and shrinking are unimplemented, making a lot of Band Land feel unfinished, and Eat at Joe's has no darkness so the first part is pointless
>Jag Erasure Plains has a subpar trap section and final level has more typical level design
Jag balance is arguably more tolerable, but it's debatable if it's better.
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>>12404437
>>12404810
>>12410706
Wait..are you telling me Redemption ISN'T the Jaguar/PlayStation-welding project?!
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>>12411635
The creator didn't play the Jaguar version until after playing the Jaguar version so no. I think he relied on incomplete information from RayPC (which even now is still wrong about the levels in Jaguar Breakout) but his project is mostly a reimagining of the PSX version.
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>>12403383
It's barely difficult if you use the cheat to disable the mid-level continue barrels. I beat that shit as a child.
>>12403560
How fucking bad at games are you?
>>12404012
You must have hated some of the worlds in DKC1 then, because the world save was sometimes a reward for beating difficult levels.
Way more difficult of levels than in DKC2. Finding 2 coins, was a breeze, because they gave you the world save way earlier way more often.
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>>12403372
It took more than three attempts but you bet your sweet ass I gave up. The enjoyment / frustration ratio goes off the rails after only a few levels
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>>12419936
>3 on GBA
This is a completely different game that's more like a direct sequel to Rayman 2 (and there's a GBA sequel to the console Rayman 3, Hoodlums' Revenge). It connects to GCN Rayman 3 if you want to unlock minigames, some unlockable in other versions of Rayman 3 and some exclusive, but due to an oversight, the last new minigame can't be obtained this way (though you can still do it with the Konami code discovered recently).
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>>12403376
>Challenge was expected, and was even preferred
This is not true at all and only you think this. Every single kid I knew hated when a game was too hard to progress in and always resorted cheats if they could.
Then you have the irrefutable proof that video games as a medium started generating significantly more money when difficulty became a fair balance with nuances and options for both autists and human beings.
You're actually delusional if you think Americans "preferred" hard games. This is so completely and obviously untrue that I have no choice but assume you are an out of touch shut-in that never spent any time with friends or family growing up.
You're not just wrong, you're delusional.
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>>12403376
Crash 1 is doable once you master the mechanics of jumping from box to box and the first level gives you a nice straight line of boxes for you to practice on, the exploration is cool because most of the times it shows you the stuff that you seemingly cannot reach until you get close and the hidden boxes show up. Rayman's biggest problem was the size of the screen.
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>>12420187
The evidence is overwhelming and literally everywhere from all parties involved: magazine, marketing material, and players comments. You're probably going to deny all the evidence because it doesn't align with you and your two friends personal experience and/or you were too young when this philosophy was dominant.
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>>12409270
Exactly.
There just wasn't an expectation that a normal player would beat an action game until the 90s. Some games were obnoxiously hard from the start while others would only get hard later on, but the average player just played because it was fun. It wasn't just a sequential consumption of content. So the 90s had a mix of philosophy. Some were easier, some were still hard.
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>>12420250
>>12420187
Have a few more (including more players comments lacking from the first collage) I gathered in just a few mins because it's so easy to find this stuff
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An now, an example from the precise period Rayman was relevant
https://www.abandonware-magazines.org/affiche_mag.php?mag=32&num=1920& album=oui
https://download.abandonware.org/magazines/Player%20One/playerone_nume ro057/Player%20One%20057%20-%20Page %20073%20%281995-10%29.jpg
Review of Jumping Flash complaining the game is too easy
https://download.abandonware.org/magazines/Player%20One/playerone_nume ro057/Player%20One%20057%20-%20Page %20101%20%281995-10%29.jpg
Rayman review acknowleding that the game is hard but in the end, that's a good thing
https://download.abandonware.org/magazines/Player%20One/playerone_nume ro057/Player%20One%20057%20-%20Page %20111%20%281995-10%29.jpg
Review of Bug saying that "lifespan is satisfactory because the game is hard enough"
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>>12403353
I can beat DKC1 in 30 minutes with no deaths, I've unironically beaten Crash 1 with a one handed controller. And I cannot beat Rayman without the lives code, just to give you some perspective on how poorly designed this piece of shit is.
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>>12403376
>>12420187
>>12420250
>>12420274
>>12420303
Imagine being an OP, making a statement, then getting a non sequitur schizo post that has nothing to do with the OP. The people on this board are incapable of reading they just twist every letter they see so they have an excuse to talk about the same shit theyve talked about a thousand times in previous threads. Pure insanity.
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>>12420415
>OP asks why the game is difficult
>explain why the game is difficult
>>NOOO PURE SCHIZO
The fact is every time I post this there are people like you getting mad for no reason; or rather for a reason: because the concept of challenge being enjoyed challenges (pun intended) the modern gaming opinion on difficulty hammered in your brain, and some people don't like realizing their opinion is wrong so they fall into the pattern of either denial, or attempting to make the opposing view seem crazy.
BTW another thing the Rayman reviews from the relevant time period that you linked, which also answer OP's question, is that they mention how both kids and adults would enjoy the game
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>>12403376
Crash 1 is only hard because the game has input buffering programmed into the game engine and animations. The levels are precision platforming but you have to account for the fucking input delay. I played the remaster that fixes this and the game is absolutely fine.
They fixed it in Crash 2 as well and crash 2 mogs 1 so hard its not even funny
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>>12420429
>OP asks why the game is difficult
He did not ask that, like I said you cannot read you just want to post your collection of images which you post constantly and argue against positions that were not taken, hence schizo.
Oh wait hang on you did answer the question my mistake. Kids in 1995 were expected to beat this game because game reviewers published in a magazine want the game to be hard!
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>>12403498
>I have no fucking clue how Crash 1 has earned this reputation as a brutally difficult game
i noticed this trend after the remake with the broken physics came out that made the bridge levels harder than the original. zoomers only played the remake and started calling crash 1 the dark souls of platformers or some retarded shit
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>>12420762
That’s not “after certain levels”, you grab tokens and depending on whether you happen to get three in that level, you get a chance to save; this can happen at any stage that isn’t a boss level. SMW is a platformer where you save “after certain levels”. I get that you probably haven’t actually played any of these games and you’re just larping, but you could easily just look this shit up.
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>>12403353
I managed it.
I will say, however, that there's no way in hell I would've done so without a guide I found in a magazine (I think it was Play magazine? Did they have guides?)
It's the limited lives that makes it a bitch. Once you've exhausted a life it's gone forever. No way to get it back, eventually trapping your save in state where you have 3 attempts to make progress, or get a big fuck you and be forced to reload the game. That makes the exploration you need to do to find the hidden cages in the later levels virtually impossible, because you're risking having to reload your save just for the chance of finding them.
Rayman is an extremely difficult game to beat, but it's not a that huge of a leap beyond the standards of the time and genre - Crash Bandicoot 1 is only about 20% easier imo.
>>12420187
>This is not true at all and only you think this. Every single kid I knew hated when a game was too hard to progress in and always resorted cheats if they could.
By any chance did you grow up in an affluent neighbourhood?
Because for the vast majority of us, we got maybe 3-4 new games a year and anything else was a rental.
We wanted out games to be hard because we expected to be playing them for MONTHS. If you beat a game in a weekend, you might as well have fucking rented it.
>>12420250
>>12420274
I remember Official UK playstation magazine being flooded with letters complaining about how much easier Crash 2 was compared to Crash 1. These complaints are almost certainly why they made Crash 3's relic runs so tough.