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{{Template:R1Level
{{R1Level
| name = Mr Dark's Dare
| name = Mr Dark's Dare
| image = [[Image:Chateau1PC.png|center|320px|''Mr Dark's Dare'']]
| image = [[Image:Chateau1PC.png|center|320px|class=sprite|''Mr Dark's Dare'']]
| preceded by = [[Mr Skops' Stalactites]]
| preceded by = [[Mr Skops' Stalactites]]
| followed by = [[Ray Breakout]]
| followed by = [[Ray Breakout]]
}}
}}


'''Mr Dark's Dare''' (French: '''''Le Défi de Mr Dark''''' – '''''The Challenge of Mr Dark''''') is the first and only level of [[Candy Château]], the sixth and final world of [[Rayman 1|the original ''Rayman'' game]]. The first time it is played, it consists of four parts. After that, it consists of zero; selecting the level from the world map after completing it will show the player the happy-ending screen, before going straight to the credits. However, in the [[Rayman Advance|Gameboy Advance]] and [[Rayman (Nintendo DSi)|DSiWare]] versions the first 3 parts of the level are playable even after playing through the level once. In the DSiware version it is possibly due to the fact that the credits are part of the pause menu. In the Atari Jaguar version, it is known as '''Mr Dark's Château'''.
'''Mr Dark's Dare''' (French: '''''Le Défi de Mr Dark''''' – '''''The Challenge of Mr Dark''''') is the first and only level of [[Candy Château]], the sixth and final world of [[Rayman 1|the original ''Rayman'' game]]. The first time it is played, it consists of four parts. After that, it consists of zero; selecting the level from the world map after completing it will show the player the happy-ending screen, before going straight to the credits. However, in the [[Rayman Advance|Game Boy Advance]] and [[Rayman (Nintendo DSi)|DSiWare]] versions the first 3 parts of the level are playable even after playing through the level once. In [[Rayman (Nintendo DSi)|the DSiWare version]], it is possibly due to the fact that the credits are part of the pause menu. In [[Rayman (Atari Jaguar)|the Atari Jaguar version]], it is known as '''Mr Dark's Château'''.


__NOTOC__
__NOTOC__
==Part 1==
==Part 1==
In this phase, [[Rayman]] must slide across slippery hills of whipped cream while riding a [[frying pan]], making sure to avoid gaps and sweet lakes.
In this phase, [[Rayman]] must slide across slippery hills of whipped cream while riding a [[frying pan]], making sure to avoid gaps and sweet colourful lakes.


In [[Rayman (Nintendo DSi)|the DSiWare version]], the [[frying pan]] doesn't have any acceleration, meaning it constantly moves in the same speed no matter if the player is moving uphill or downhill.
In [[Rayman (Nintendo DSi)|the DSiWare version]], the [[frying pan]] doesn't have any acceleration, meaning it constantly moves in the same speed no matter if the player is moving uphill or downhill.
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{{clear}}
{{clear}}


==Part 1 (Atari Jaguar version)==
==Part 1 ([[Rayman (Atari Jaguar)|Atari Jaguar version]])==
[[Image:CCJag4.PNG|thumb|320px|left|This part features [[Swiss knife|Swiss knives]] and corkscrews]]
[[Image:CCJag4.PNG|frame|class=sprite|left|This part features [[Swiss army knife|Swiss army knives]] and [[corkscrew]]s.]]
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 corkscrews while riding these [[cloud]]s. Both the Swiss knives and the corkscrews also appear in [[Rayman Designer]].
In [[Rayman (Atari Jaguar)|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 [[Telescopic fist|punch]] [[Swiss army knife|Swiss army knives]] to get past them unhurt, and duck under [[corkscrew]]s while riding these [[cloud]]s. Both the [[Swiss army knife|Swiss army knives]] and the [[corkscrew]]s also appear in ''[[Rayman Designer]]''.


{{clear}}
{{clear}}


==Part 2==
==Part 2==
[[Image:BadRayman.png|thumb|316px|right|[[Rayman]] is pursued by [[Bad Rayman]]]]
[[Image:BadRayman.png|frame|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. There is a method from preventing [[Mr Dark]] from summoning [[Bad Rayman]]. In the PC and PlayStation version, the method is that [[Rayman]] must jump over the [[Gendoor|gendoor]] at the start (shown as [[the Magician]]). This can be done by [[Rayman]] staring right at the back of the map (without going right at all when he spawns). Then [[Rayman]] must start his [[running]] ability then jump and [[helicopter]] straight away. This method can fail sometimes and may need some practice on. In the [[Rayman Advance|Game Boy Advance version of ''Rayman'']], the [[Gendoor|gendoor]] is visible and is noted by a very small [[ting]]. The method is the same, but it is much more easy to jump over.
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 power-ups. Although they are not hard to find, or hard to get to, they are 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 [[Rayman Advance|the Game Boy Advance version]], the [[gendoor]] is visible, being displayed as a small sparkle, making it much easier timing the jump.


{|
{|
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{{clear}}
{{clear}}


==Part 2 (Atari Jaguar version)==
==Part 2 ([[Rayman (Atari Jaguar)|Atari Jaguar version]])==
[[File:CCJag8.PNG|frame|left|[[Rayman]] can cross the sweet lakes by jumping on the tiny floating bits of icing]]
[[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 [[Rayman (Atari Jaguar)|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.
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]].


{{clear}}
{{clear}}


==Part 3==
==Part 3==
[[Image:CourseForcee.png|thumb|316px|right|[[Rayman]] is forced to [[Running|run]] by [[Mr Dark]]]]
[[Image:CourseForcee.png|frame|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, id est he will be walking left if the player wants to go right. 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]].
[[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]].


This phase is omitted in the Atari Jaguar version.
This part remains the same in [[Rayman (Atari Jaguar)|the Atari Jaguar version]], with few minor changes.


[[Image:MapCAK1-3PC.jpg|700px|PC version]]
[[Image:MapCAK1-3PC.jpg|700px|PC version]]
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==Part 4==
==Part 4==
[[Image:MrDark.png|thumb|316px|left|The final battle against [[Mr Dark]]]]
[[Image:MrDark.png|frame|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 Saturn version]]
[[Image:RaymanSaturnFin.jpg|thumb|320px|right|The stained glass windows shatter after [[Mr Dark]] is defeated in the Sega Saturn version.]]
[[Rayman]] has to battle [[Mr Dark]]. Once completed, this level cannot be played again excluding the [[Rayman Advance|Game Boy Advance]] and [[Rayman (Nintendo DSi)|DSiWare]] versions.


[[Rayman]] has to battle [[Mr Dark]].
This part is very different in [[Rayman (Atari Jaguar)|the Atari Jaguar version]]. [[Mr Dark]] has 12 health points rather than 24, he attacks [[Rayman]] with fireballs for a little while longer, he only morphs into two creatures ([[Mr Skops]]/[[Mr Stone]] and [[Bzzit]]/[[Mr Sax]]/[[Space Mama]]) instead of three and the creatures sweat and walk/jump away when they are damaged enough. When [[Mr Dark]] is defeated, [[Rayman]] does his celebration dance but while he does it, a lot of shining [[Electoon]] faces seen from the [[Cage|medallions]] appear around him, with a piece of colourful text saying well done.  


{{clear}}
{{clear}}


==External links==
==External links==
* [http://www.youtube.com/watch?v=yoCOGqVLVh0 Mr Dark's Dare playthrough at YouTube (Sony PlayStation version)]
'''Atari Jaguar'''
* [http://www.youtube.com/watch?v=__dpqvpz_7k Mr Dark's Dare playthrough at YouTube (PC/MS-DOS version)]
* [http://www.youtube.com/watch?v=Yv6qWhDfoa8 Haruka's playthrough on YouTube]
* [http://www.youtube.com/watch?v=Yv6qWhDfoa8 Mr Dark's Chateau playthrough at YouTube (Atari Jaguar version)]
 
'''Sony PlayStation'''
* [http://www.youtube.com/watch?v=yoCOGqVLVh0 Haruka's playthrough on YouTube]
 
'''PC/MS-DOS'''
* [http://www.youtube.com/watch?v=__dpqvpz_7k Haruka's playthrough on YouTube]
 
* [https://youtu.be/JkN83AZSuWs RayCarrot's playthrough on YouTube]
 
'''Game Boy Advance'''
* [https://youtu.be/JetQLz0K2Bw RayCarrot's playthrough on YouTube]


{{Rayman1locations}}
{{Rayman1locations}}


[[fr:Le Défi de Mr Dark]]
[[fr:Le Défi de Mr Dark]]
[[pl:Przypuszczenia Pana Mrocznego]]
[[de:Mutprobe für Mr Dark]]
[[it:Sfida di Mr. Dark]]
[[pl:Mr Dark's Dare]]


[[Category:Places from Rayman 1]]
[[Category:Places from Rayman 1]]
[[Category:Articles requiring expansion]]

Revision as of 13:01, 27 August 2019

Mr Dark's Dare
Mr Dark's Dare
Mr Skops' Stalactites Ray Breakout

Mr Dark's Dare (French: Le Défi de Mr DarkThe Challenge of Mr Dark) is the first and only level of Candy Château, the sixth and final world of the original Rayman game. The first time it is played, it consists of four parts. After that, it consists of zero; selecting the level from the world map after completing it will show the player the happy-ending screen, before going straight to the credits. However, in the Game Boy Advance and DSiWare versions the first 3 parts of the level are playable even after playing through the level once. In the DSiWare version, it is possibly due to the fact that the credits are part of the pause menu. In the Atari Jaguar version, it is known as Mr Dark's Château.


Part 1

In this phase, Rayman must slide across slippery hills of whipped cream while riding a frying pan, making sure to avoid gaps and sweet colourful lakes.

In the DSiWare version, the frying pan doesn't have any acceleration, meaning it constantly moves in the same speed no matter if the player is moving uphill or downhill.

PC version

PS version


Part 1 (Atari Jaguar version)

This part features Swiss army 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 Tings that form arrows, most of which lead to dead ends but make mostly clouds appear. He will often have to punch Swiss army knives to get past them unhurt, and duck under corkscrews while riding these clouds. Both the Swiss army knives and the corkscrews also appear in Rayman Designer.


Part 2

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 lives and other power-ups. Although they are not hard to find, or hard to get to, they are 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 Game Boy Advance version, the gendoor is visible, being displayed as a small sparkle, making it much easier timing the jump.

PC version

PS version


Part 2 (Atari Jaguar version)

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.


Part 3

Rayman is forced to 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 clowns 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 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.

This part remains the same in the Atari Jaguar version, with few minor changes.

PC version

PS version


Part 4

The final battle against Mr Dark.
File:RaymanSaturnFin.jpg
The stained glass windows shatter after Mr Dark is defeated in the Sega Saturn version.

Rayman has to battle Mr Dark. Once completed, this level cannot be played again excluding the Game Boy Advance and DSiWare versions.

This part is very different in the Atari Jaguar version. Mr Dark has 12 health points rather than 24, he attacks Rayman with fireballs for a little while longer, he only morphs into two creatures (Mr Skops/Mr Stone and Bzzit/Mr Sax/Space Mama) instead of three and the creatures sweat and walk/jump away when they are damaged enough. When Mr Dark is defeated, Rayman does his celebration dance but while he does it, a lot of shining Electoon faces seen from the medallions appear around him, with a piece of colourful text saying well done.


External links

Atari Jaguar

Sony PlayStation

PC/MS-DOS

Game Boy Advance