Cheeseoman | Rayman 2: The Great Escape (N64)--100% Single-Segment--2:36:14 @cheeseoman | Uploaded August 2014 | Updated October 2024, 14 hours ago.
This is currently my best 100% run of Rayman 2. I haven't uploaded a 100% run yet, so I figured I would upload it. I did the run on 4/23/14. Shortly afterward, I took a break from Rayman 2 for a while, but I hope to get back to work on 100% soon. This run is very improvable; the first half of the run in particular is pretty sloppy. By avoiding mistakes and using some new strategies, I can definitely break 2:35. Sub-2:34 is possible, but I'll wait until I get closer to it to decide how feasible it is.
100%, as defined by the in-game percentage counter, means all lums. The cages do not contribute to the percentage counter.
Below are some brief comments for each level.
Escape: Good.
Woods of Light: The jump up to the edge after getting the fourth lum was terrible. I lost almost 15 seconds. However, I decided to keep going because I knew I could still beat my previous run by a large margin.
Fairy Glade: Pretty good. There were some minor mistakes here and there. If you're wondering why I only have 48/50 lums at the end, it's because I need to come back later to get the last 2.
Marshes of Awakening: Good. This level can be a real run killer; if you miss a lum, it costs a ton of time to go back for it. As with the Fairy Glade, I finish with less than 50 lums here, but I'll come back.
Walk of Life: Good.
Bayou: Good.
Sanctuary of Water and Ice: I had an annoying time loss at the beginning of the level. One of the lums from the first cage decided not to home in on me, so I had to go back and get it, losing about 10 seconds. I also fell through the water for some reason. Later on, I didn't use the door clip. I still haven't decided if I'm going to use it in my future 100% runs. Aside from those things, the level went okay.
Menhir Hills 1: Great. The glitches near the end are always fun.
Cave of Bad Dreams: I didn't quite make the first cycle of the moving platform in the second orange orb area. That would have saved 10 seconds. I also had some trouble in the room with two pedestals. The biggest time loss came in the boss fight. Once you get within a certain distance of the second ledge, the boss stops throwing skulls. I thought I was far enough away that he would throw another, but I guess I was too close. I probably lost at least 20 seconds here. Overall, the level went pretty badly.
Menhir Hills 2: The first walking shell section and the purple lum room were a little sloppy, but the level was solid overall.
Canopy: Great. I missed the mast on my first try, but since Globox needs to water the plant, I got to try again. I hit it on my second try and lost little or no time.
Whale Bay: Good.
Sanctuary of Stone and Fire: Good. A few faster strategies have been found since I did this run, but for the strategies I used, the level was pretty clean.
Echoing Caves: The section where you throw the plum onto the pirate can be skipped, but I decided not to do so. The door clip was a little slow. Everything else was good.
Precipice: Good.
Top of the World: Good.
Sanctuary of Rock and Lava: Good. I don't do the Walk of Power right away for reasons that I'll explain below.
Beneath the Sanctuary of Rock and Lava: Good.
Walk of Power: Doing this level now (as opposed to before Sanctuary of Rock and Lava) costs me a few seconds in Hall of Doors navigation, but it allows me to enter Tomb of the Ancients with full golden fists. The golden fists save a lot of time there. The Walk of Power itself went well.
Tomb of the Ancients: Good, aside from an embarrassing mistake on the second barrel ride. I kept the golden fists all the way to the end. I didn't use the trick to skip raising the middle platform, but Unreal recently found a method to do it consistently, so I'll be skipping that platform from now on. The skip saves about 35 seconds.
Iron Mountains: Great. The walking shell section can kill the run, but it went well.
Prison Ship: Great. The sliding section is another run-killer that went well.
Crow's Nest: Razorbeard's first form went well. The second form can be done a little faster.
This is currently my best 100% run of Rayman 2. I haven't uploaded a 100% run yet, so I figured I would upload it. I did the run on 4/23/14. Shortly afterward, I took a break from Rayman 2 for a while, but I hope to get back to work on 100% soon. This run is very improvable; the first half of the run in particular is pretty sloppy. By avoiding mistakes and using some new strategies, I can definitely break 2:35. Sub-2:34 is possible, but I'll wait until I get closer to it to decide how feasible it is.
100%, as defined by the in-game percentage counter, means all lums. The cages do not contribute to the percentage counter.
Below are some brief comments for each level.
Escape: Good.
Woods of Light: The jump up to the edge after getting the fourth lum was terrible. I lost almost 15 seconds. However, I decided to keep going because I knew I could still beat my previous run by a large margin.
Fairy Glade: Pretty good. There were some minor mistakes here and there. If you're wondering why I only have 48/50 lums at the end, it's because I need to come back later to get the last 2.
Marshes of Awakening: Good. This level can be a real run killer; if you miss a lum, it costs a ton of time to go back for it. As with the Fairy Glade, I finish with less than 50 lums here, but I'll come back.
Walk of Life: Good.
Bayou: Good.
Sanctuary of Water and Ice: I had an annoying time loss at the beginning of the level. One of the lums from the first cage decided not to home in on me, so I had to go back and get it, losing about 10 seconds. I also fell through the water for some reason. Later on, I didn't use the door clip. I still haven't decided if I'm going to use it in my future 100% runs. Aside from those things, the level went okay.
Menhir Hills 1: Great. The glitches near the end are always fun.
Cave of Bad Dreams: I didn't quite make the first cycle of the moving platform in the second orange orb area. That would have saved 10 seconds. I also had some trouble in the room with two pedestals. The biggest time loss came in the boss fight. Once you get within a certain distance of the second ledge, the boss stops throwing skulls. I thought I was far enough away that he would throw another, but I guess I was too close. I probably lost at least 20 seconds here. Overall, the level went pretty badly.
Menhir Hills 2: The first walking shell section and the purple lum room were a little sloppy, but the level was solid overall.
Canopy: Great. I missed the mast on my first try, but since Globox needs to water the plant, I got to try again. I hit it on my second try and lost little or no time.
Whale Bay: Good.
Sanctuary of Stone and Fire: Good. A few faster strategies have been found since I did this run, but for the strategies I used, the level was pretty clean.
Echoing Caves: The section where you throw the plum onto the pirate can be skipped, but I decided not to do so. The door clip was a little slow. Everything else was good.
Precipice: Good.
Top of the World: Good.
Sanctuary of Rock and Lava: Good. I don't do the Walk of Power right away for reasons that I'll explain below.
Beneath the Sanctuary of Rock and Lava: Good.
Walk of Power: Doing this level now (as opposed to before Sanctuary of Rock and Lava) costs me a few seconds in Hall of Doors navigation, but it allows me to enter Tomb of the Ancients with full golden fists. The golden fists save a lot of time there. The Walk of Power itself went well.
Tomb of the Ancients: Good, aside from an embarrassing mistake on the second barrel ride. I kept the golden fists all the way to the end. I didn't use the trick to skip raising the middle platform, but Unreal recently found a method to do it consistently, so I'll be skipping that platform from now on. The skip saves about 35 seconds.
Iron Mountains: Great. The walking shell section can kill the run, but it went well.
Prison Ship: Great. The sliding section is another run-killer that went well.
Crow's Nest: Razorbeard's first form went well. The second form can be done a little faster.