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Mr Dark's Dare

90 bytes added, 20:33, 23 July 2017
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==Part 1 (Atari Jaguar version)==
[[Image:CCJag4.PNG|thumb|320px|class=sprite|left|This part features [[Swiss knife|Swiss knives]] and corkscrews]]
In the Atari Jaguar version, this level's layout is completely different. Instead of riding on the [[frying pan]], [[Rayman]] has to follow some [[Ting]]s that form arrows, most of which lead to dead ends but make mostly [[cloud]]s appear. He will often have to punch [[Swiss knife|Swiss knives]] to get past them unhurt, and duck under [[Corkscrew|corkscrews]] while riding these clouds. Both the Swiss knives and the corkscrews also appear in ''[[Rayman Designer]]''.
==Part 2==
[[Image:BadRayman.png|thumb|316px|class=sprite|right|[[Rayman]] is pursued by [[Bad Rayman]]]]
In this level, [[Mr Dark]] casts a spell on [[Rayman]] and summons [[Bad Rayman]], his evil clone, who copies every single move he makes. He then has to reach the [[exit sign]] without touching him. The level has a bunch of small dead-end areas with extra [[Life|lives]] and other powers. Although they are not hard to find, or hard to get to, they're made difficult by the fact that Rayman is constantly being chased. It is however possibly to skip the trigger, known as a [[gendoor]], which spawns Mr Dark. This can be done by [[running]] from the far left and jumping over the gendoor with his [[helicopter]] straight away. This method is quite hard to perform and is not possible in the Playstation version. In the [[Rayman Advance|Game Boy Advance version]], the gendoor is visible, being displayed as a small sparkle, making it much easier timing the jump.
==Part 2 (Atari Jaguar version)==
[[File:CCJag8.PNG|frame|class=sprite|left|[[Rayman]] can cross the sweet colorful lakes by jumping on the tiny floating bits of icing]]
Again, this level is completely different in the Atari Jaguar version, and as such, [[Bad Rayman]] does not appear at all. Instead [[Rayman]] can walk around without the fear of being stalked by a deadly spell, but there are still many dangers that lurk in the area. As the following part is omitted in this version, it is at the end of this level that [[Mr Dark]] casts a spell which steals Rayman's [[telescopic fist]].
==Part 3==
[[Image:CourseForcee.png|thumb|316px|class=sprite|right|[[Rayman]] is forced to [[Running|run]] by [[Mr Dark]]]]
[[Mr Dark]] then casts several spells on [[Rayman]]. The first one reverses his controls, meaning he will be walking left if the player wants to go right, and vice versa. Several [[clown]]s stand in his way to bring even more confusion. At a certain point, the spell will break, and Mr Dark will cast a new one, which forces Rayman to [[Running|run]] until this wears off, without the possibility of using his [[helicopter]] hair. At the very end of the level, he will cast a last spell, which steals Rayman's [[telescopic fist]].
==Part 4==
[[Image:MrDark.png|thumb|316px|class=sprite|left|The final battle against [[Mr Dark]]]]
[[Image:RaymanSaturnFin.jpg|thumb|320px|right|The stained glass windows shatter after Mr Dark is defeated in the Sega Saturn version]]
[[fr:Le Défi de Mr Dark]]
[[it:Sfida di Mr. Dark]]
[[pl:Przypuszczenia Pana Mrocznego]]
[[Category:Places from Rayman 1]]

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