Mr Dark's Dare: Difference between revisions

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==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 colorful 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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==Part 1 (Atari Jaguar version)==
==Part 1 (Atari Jaguar version)==
[[Image:CCJag4.PNG|thumb|320px|left|This part features [[Swiss knife|Swiss knives]] and corkscrews]]
[[Image:CCJag4.PNG|thumb|320px|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 corkscrews while riding these [[cloud]]s. Both the [[Swiss army knife|Swiss knives]] and the [[Corkscrew|corkscrews]] also appear in [[Rayman Designer]].
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]]''.


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==Part 2==
==Part 2==
[[Image:BadRayman.png|thumb|316px|right|[[Rayman]] is pursued by [[Bad Rayman]]]]
[[Image:BadRayman.png|thumb|316px|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. 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 is visible and is noted by a very small [[ting]]. The method is the same, but it is much more easy to jump over.


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==Part 2 (Atari Jaguar version)==
==Part 2 (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|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]].
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]].


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==Part 3==
==Part 3==
[[Image:CourseForcee.png|thumb|316px|right|[[Rayman]] is forced to [[Running|run]] by [[Mr Dark]]]]
[[Image:CourseForcee.png|thumb|316px|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 phase is omitted in the Atari Jaguar version.
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==Part 4==
==Part 4==
[[Image:MrDark.png|thumb|316px|left|The final battle against [[Mr Dark]]]]
[[Image:MrDark.png|thumb|316px|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]].
[[Rayman]] has to battle [[Mr Dark]]. Once completed, this level cannot be played again excluding the [[Rayman Advance|Gameboy Advance]] and [[Rayman (Nintendo DSi)|DSiWare]] versions.


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Revision as of 17:48, 25 February 2017

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 Gameboy 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 colorful 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 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 knives to get past them unhurt, and duck under corkscrews while riding these clouds. Both the Swiss 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. 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 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 Game Boy Advance version of Rayman, the 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.

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. 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

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 phase is omitted in the Atari Jaguar version.

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 Gameboy Advance and DSiWare versions.


External links