Mr Sax: Difference between revisions

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Created page with "{{stub}} * ''This article is about the character's role in Rayman fan games. For the character in {{rw|Rayman (series)|official games}}, see {{rw|Mr Sax}}.'' {{Enemy | name = Mr Sax | image = class=sprite|Mr Sax | alignment = Bad | appears in = ''Rayman Redemption'' | location = {{rr|Allegro Presto}}, {{rr|Mr Sax's Hullaballoo}} | resistance = 12 HP | attacks = Wrong notes, musical grenades, stompin..."
 
Trivia
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Two more attacks consist of musical grenades. Mr Sax can launch a few of these at the same time. They either explode in the air into many small [[wrong note]]s, or explode when they hit the ground, creating a zone of damage. To avoid damage from the second type, [[Rayman]] must jump in the air before they hit.
Two more attacks consist of musical grenades. Mr Sax can launch a few of these at the same time. They either explode in the air into many small [[wrong note]]s, or explode when they hit the ground, creating a zone of damage. To avoid damage from the second type, [[Rayman]] must jump in the air before they hit.


The final mode of attack from Mr Sax includes stomping on [[Rayman]]. To protect from it [[Rayman]] must move or run away from the spot where the saxophone will be landing.
The final mode of attack from Mr Sax includes stomping on [[Rayman]]. To protect from it [[Rayman]] must move or run away from the spot where the saxophone will be landing, and avoid being in the middle of his walk path. To defeat Mr Sax, a total of 12 [[wrong note]]s must be punched into him, between the chase and the battle sequence.


Once beaten, Mr Sax simply falls to the ground. Unlike in ''{{rw|Rayman 1}}'', he does not perform a dance.
==Trivia==
* The attack involving a rapid stream of small [[wrong note]]s is new to ''[[Rayman Redemption]]'', and did not appear in ''{{rw|Rayman 1}}''.
* Once beaten, Mr Sax simply falls to the ground. Unlike in ''{{rw|Rayman 1}}'', he does not perform a dance.


[[Category:Bosses from Rayman Redemption]]
[[Category:Bosses from Rayman Redemption]]

Revision as of 23:23, 24 November 2023

Mr Sax
Mr Sax
Alignment Bad

Appears in Rayman Redemption
Location Allegro Presto, Mr Sax's Hullaballoo

Portrayed by {{{portrayed by}}}

Resistance 12 HP
Attacks Wrong notes, musical grenades, stomping

Sex {{{sex}}}
Species {{{species}}}

Relatives {{{relatives}}}
So you're that little runt causing discord in my kingdom? Leave while you still can or you will feel the wrath of the mighty saxophone!
—Mr Sax, Rayman Redemption

Mr Sax is a gigantic, malevolent saxophone, and the second main boss in Rayman Redemption. He is the ruler of Band Land, a surreal country composed mainly of music and musical instruments. He is first encountered at the end of Allegro Presto, where he urges Rayman to leave his domain. After Rayman seemingly refuses, Mr Sax blows a couple of wrong notes at him, then turns and flees.

The main and final encounter with Mr Sax takes place in Mr Sax's Hullaballoo. Mr Sax chases Rayman, while blowing wrong notes at him. Rayman can turn around and punch these back into Mr Sax, hurting him. Any hit points lost by Mr Sax at this stage will not be restored to him during their final combat, which makes the battle easier for Rayman. At the end of the chase, Mr Sax stops, while Rayman glides down to the exit sign.

During the final battle, Mr Sax's main attacks consist of blowing wrong notes and musical grenades of different kinds at Rayman. The first type of wrong notes are exactly like those encountered at the chase stage, and may be punched back to the sender. These are the only way of hurting Mr Sax, therefore taking advantage of them is crucial for success in the battle. The second type of attack is a rapid stream of many small wrong notes, launched at once. An audio cue announces this attack, allowing Rayman to anticipate it and duck under it.

Two more attacks consist of musical grenades. Mr Sax can launch a few of these at the same time. They either explode in the air into many small wrong notes, or explode when they hit the ground, creating a zone of damage. To avoid damage from the second type, Rayman must jump in the air before they hit.

The final mode of attack from Mr Sax includes stomping on Rayman. To protect from it Rayman must move or run away from the spot where the saxophone will be landing, and avoid being in the middle of his walk path. To defeat Mr Sax, a total of 12 wrong notes must be punched into him, between the chase and the battle sequence.

Trivia