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Rayman 2: The Great Escape

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This page details pre-release information and/or media for Rayman 2: The Great Escape.

To do:
Needs a decent amount of proofreading, rewriting, and pre-release material that exists but isn't documented.

Rayman 2's development took place over a long period of time. Originally a 2D platformer, it was cancelled in 1996 due to the increase in 3D games. The final game was eventually released in late 1999, to much praise.

The Cancelled 2D Version#

Rayman 2 was first intended to be a 2D game, which would have been very similar to the original Rayman in terms of graphics and gameplay. This version would have been released for the Sega Saturn and Sony PlayStation. Screenshot from the cancelled 2D version. At this stage, Rayman 2 had a much greater similarity to its predecessor than the final version. The art style and gameplay were near-identical to the original Rayman, with a lower difficulty level and an emphasis on puzzles; this can be seen in the playable level included with the PlayStation version of the final game.

According to Sega Saturn Magazine, the game was slated for release in late Autumn of 1996. Regarding the state of the game, the magazine stated "it's already in a fairly advanced state – expect to see a preview next month."1 It's unclear how close the game was to completion at the time, but it seems that the game's music was not finalized by that point.

When the developers saw Crash Bandicoot by Naughty Dog at E3 1996, they became intrigued by new possibilities that 3D games allow. This led to the cancellation of the 2D Rayman 2 prototype in favor of developing a 3D game.

Plot#

The plot of Rayman 2 has had some changes over time. Originally, Rayman 2 took place after the original game, in which Mr. Dark has been defeated. Evil robotic invaders from space arrive and imprison many of Rayman's friends, one of whom is Betilla the Fairy. The robots, led by a character named Chief, were set on converting Rayman's planet into a cold ball of metal. It's speculated that Chief was the original villain, eventually to be replaced by Razorbeard. Like in the original Rayman, all of the characters would have been limbless, and old friends, along with new ones, would have made appearances and helped Rayman.

Gameplay#

The biggest change to gameplay involved deeper levels with foreground and background layers. Rayman riding a robot dinosaur. One of the largest changes to gameplay involved the two-layered aspect of levels. Enemies in the background could fire projectiles at Rayman in the foreground, and Rayman would be able to traverse between layers using a device.

Abilities#

Rayman would have started with all of the powers he received in the original game with the exception of running. Like the original, Rayman would have gained even more powers throughout the game; some of these powers include a faster, more controllable fist, a stronger fist that can be used to open secret passageways, and a move that let Rayman's fist circle him for protection. Unlike the final game, Rayman would have had to learn to swim. Rayman would have met new friends, some of which would have followed and helped him during gameplay.

Rayman 2 would have been the first game where Rayman uses mechanical tools and devices. Some objects include a plunger vehicle, a hook, a laser pistol, and a deviant, which is a device used to make Rayman's fist rebound. Rayman would also have been able to mount and ride certain creatures, including a robot dinosaur.

Gameplay Elements#

One new addition to the game was floating purple bombs that could be moved by Rayman's fist and detonate upon making contact with Rayman or each other. In addition, a small floating box with a hand was introduced; punching the hand causes Rayman's fist to bounce off of it, which can be used for puzzles.

Tings would have appeared in the game with a different appearance; unlike the sparkling blue Tings in the original game, these Tings would have been silver and metallic, reflecting their surroundings. Life statues and exit signs would also have returned, along with red flying rings that function the same as purple rings from the original.

Playable PlayStation Level#

In the final PlayStation version of Rayman 2, the player can unlock a single level of the canceled 2D prototype of Rayman 2 by collecting at least 90% of all Yellow Lums and completing Crow's Nest. You can see more information about this prototype here.

(Source: Rayman Pirate Community (CC BY-NC-SA 3.0))

Development Footage#

Watch on YouTubeOn March 15th, there was a recently-discovered development footage of Rayman 2 with cinematics only, no sign of gameplay here. As we can see there's several cinematics; Robots marching among the burning forest, Robot Dinosaur walking, an unknown orange robot carrying a nuke, and Flips in the pink shoes. The footage itself begins at 9:45 to the video.

E3 1996 Promo#

Watch on YouTubeA video produced by Ubisoft for E3 1996.

The "Rayman's training" Short Film#

Watch on YouTubeDuring the process of transforming Rayman 2 into a 3D game, it appears Ubi Soft created a CGI short film titled Rayman's training for ancillary purposes (basically, showing their animation chops for interested parties). The short depicts Rayman battling a sentient punching bag on top of a log, ending in a tie as the two collapse. Clips would later be used in varying frequency across Rayman promotional material, alongside reused clips of Rayman playing his own game. The most infamous example of its usage was in the E3 1998 trailer for Rayman 2, where it was initially assumed the clips were made for the trailer.

The short has been the subject to a lot of speculation, as gleaming any information about this short has proven to be a notoriously tough nut for the Rayman community to crack. Its very existence went discovered for twenty-three years, until an French National Audiovisual Institute document was discovered. It lists the short as having premiered at French multimedia festival IMAGINA on February 1st, 1998, however none of the contemporary media surrounding IMAGINA mention Rayman's training. Additionally, it's completely missing in the festival's home media. A concurrent trailer for Tonic Trouble is said to have made its appearance at the same festival.

As previously mentioned, information regarding the short has proven to be extremely recalcitrant, as only three sources that acknowledge its existence are confirmed to exist. French studio Farra Vox Studios once listed the short on their website, crediting it to Michel Ancel. Only one piece of concept art has been confirmed to exist via L'Histoire de Rayman, depicting the short's setting. The short was subject to a protracted search starting with a Twitter thread in January 2021 that later extended to the Rayman Pirate-Community forums, with very little progress made until a copy of the short was found inside a Beyond Good & Evil prototype.

Over twenty-six years later, Ubisoft would later acknowledge the short via a surprising throwaway mention in the 20th Anniversary Edition of Beyond Good & Evil, where it was revealed that the short was at one point a video that played in Jade's lighthouse.

Storyboards and Concept Art#

Storyboards#

Here are some storyboards for the game used by the development team:

Rayman_2_prerelease_rayman-fanpage.de_(6).jpg
The final animation at Menhir Hills.

Rayman_2_prerelease_rayman-fanpage.de_(7).jpg
The original new game scene; the designs of the cells and boats are significantly different.

Rayman_2_prerelease_rayman-fanpage.de_(8).jpg
The Crow's Nest intro scene, which has a sign in the bottom-right corner.

Rayman_2_prerelease_rayman-fanpage.de_(9).jpg
The Menhir Hills scene with Clark; the dialogue is very short compared to in-game.

Concept Art#

Concept art was made during the game's development. Some were included in the final's vignette.cnt file. Others were made posted online by Ubisoft.
Rayman_2_prerelease_UbiSoftDigitalPressKit_(1).JPG Rayman_2_prerelease_rayman-fanpage.de_(1).jpg Rayman_2_prerelease_rayman-fanpage.de_(2).jpg Rayman_2_prerelease_rayman-fanpage.de_(4).jpg Rayman_2_prerelease_rayman-fanpage.de_(5).jpg Rayman_2_prerelease_rayman-fanpage.de_(3).jpg Rayman_2_prerelease_raymanpc1.jpg Rayman_2_prerelease_rayman-fanpage.de_(13).JPG Rayman_2_prerelease_UbiSoftDigitalPressKit_(9).JPG Rayman_2_prerelease_rayman-fanpage.de_(10).jpg Rayman_2_prerelease_rayman-fanpage.de_(11).jpg Rayman_2_prerelease_rayman-fanpage.de_(12).jpg
The last piece of concept art, shows an early design for Globox.

December 1998 Build#

At this point in development, the game didn't have a visible HUD and lacked visual polish. Only a few levels are shown, which look incomplete and very different from the final.

The Woods of Light#

A middle platform exists in the river, allowing Rayman to get to the other side without requiring use of the Helicopter.

The Sanctuary of Water and Ice#

Curved walls surrounded the sliding track instead of pillars.

The Menhir Hills#

Menhirs appeared from the electric triangles seen in The Prison Ship instead of a Menhir house. An early violet Lum without a ring can be seen.

Whale Bay#

Rayman_2_prerelease_IGN_(4).jpg Rayman_2_prerelease_NintendoArtworkCDIII_(3).png
The water's color is more dull, and there isn't an underwater effect.

Rayman_2_prerelease_IGN_(2).jpg
In the final part of the level, the pirate ship's sail is colored red.

The Iron Mountains#

Rayman_2_prerelease_IGN_(6).jpg
Ly was meant to appear in this level but what her role would have been in it is unknown.

Rayman_2_prerelease_IGN_(3).jpg
The Menhir part of this level was originally going to involve a flying Menhir instead of a running Menhir.

Videos#

These videos showcase a lot of differences from the final game. Lums are absent, so it's likely they weren't developed yet.

Among the differences, Rayman's fist had a slightly different design and didn't bounce off walls. Robo-pirates attacked with cannon balls and were defeated in only one hit. The test level, consisting of three mushrooms, was shown off, along with a very early version of The Sanctuary of Water and Ice and some additional unknown early/test levels.
Watch on YouTubeWatch on YouTubeWatch on YouTube

Later Build#

This screenshot was taken during the development of an early HUD. The circular leaf has nothing inside. At this point in development, cages had only one grilled side, with the rest plain metal; this cage design is interestingly used in the final's HUD. At this point in development, an early HUD exists along with an early character set that's unused within the final game. Rayman's facial expression was slightly different, with one eye wider open than the other. Two videos were shown off from this build, among which a cut test level can be seen.

Test Level#

This test level can be seen in some early videos and screenshots. It uses textures from the first few levels and contains water, a plum, a black worm, and two differently-sized mushrooms.

Unknown Slide With Lasers#

Prototype

Final

Early footage for the game shows a slide in a forest that has lasers trying to eliminate Rayman. The game's Fairy Glade level has a small water slide section, which it could've eventually become.

The Walk of Life#

To do:
What were these differences?

The HUD for the time counter was different, and the level had notable differences.

The Sanctuary of Water and Ice#

This part of the level featured larger, color-less pyramids that were on higher platforms. There also appears to be some sort of tower to the left with an unknown purpose.

Prototype

Final

The slide that leads you to the first boss of the game seemed to lead you into an unknown destination, which doesn't look like it would have a boss fight taking place.

The Menhir Hills#

A Robo-pirate is in the Menhir's way, which doesn't happen in the final.

Whale Bay#

This screenshot features an early underwater HUD. Underwater effects absent in the previous build are now present.

The Sanctuary of Rock and Lava#

This appears to be an early or cut part of this level.

Tomb of the Ancients#

The electric door originally had a floating electric emitter in the middle.

Videos#

To do:
Mention anything notable about these videos.

Watch on YouTubeWatch on YouTube

February/March 1999#

The Sanctuary of Water and Ice#

Prototype

Final

The opening area of The Sanctuary of Water and Ice changed quite a bit, and the pirate used to throw burning barrels instead of drilling to appear elsewhere.

(Source: Gamers' Republic - Issue 10)

Whale Bay#

Prototype

Final

Prototype

Final

The old design does not resemble a pirate ship at all, the whole area looks smaller in general.

Prototype

Final

A pirate sign could be seen above the laser-protected door in the previous screenshots; this suggests that this completely remodeled area would've been there. If so, this pretty room with windows was turned into a narrow tunnel with rolling barrels to avoid.

Prototype

Final

The area after the tunnel looks more or less identical. Murfy's not here in the final version.

(Source: Nintendo Power - Issue 117)

June 1999 Build#

At this point in development, the HUD looks identical to the final's. There are still some level differences, and Rayman's health bar shown in later levels is shorter than what it would be in the final.

The Echoing Caves#

A Robo-pirate in front of an activated switch; this appears to be some sort of cutscene. Despite being active, the switch shows the textures from the light bulbs when it's inactive.

The Iron Mountains#

Either Uglette was originally blue or Globox was in place of her in this part of the level.

Prison Ship#

To do:
List differences.

The Menhir part of this level was completely different.
Watch on YouTube

The Cave of Bad Dreams#

The start of the level originally featured a small section where Rayman can slide.
Watch on YouTube

Tomb of the Ancients#

The timed switches in the Clark fight were originally normal switches.
Watch on YouTube

Press Kit Video#

There's a Q&A video from the developers containing some footage of the game from this build:

  • At 0:10, there are red laser bars instead of blue electric bars blocking the cell in the intro scene.
  • At 0:25, there's an early layout of the HUD featuring graphics from the final version. Notably, this HUD shows the number of cages broken but not the total number of cages that exist.

Watch on YouTube

September 1999#

Prototype

Final

The void of the Hall of Doors Hub World was white in an earlier build of the game and didn't look spacey. The HUD is slightly different as well, and the lum counter shows 1000 lum even before finding the secret in the Tomb of the Ancients level.

(Source: Club Nintendo - Issue 9 (1999))

Ssssam Changes#

Ssssam the water-snake from The Marshes of Awakening was once meant to be metallic but eventually changed to be organic. The final game's manual shows an early organic version of Ssssam that looks different from his in-game appearance.

Help/Info Sources

Press Kits#

Magazine CD#

Magazines#

References#


  1. Sega Saturn Magazine #10, August 1996, p. 15↩︎