Rayman 2 (2D)

Early in its development, ***Rayman 2*** was intended to be a 2D game, which would have been very similar to the original *Rayman* in terms of graphics and gameplay. This 2D game would have been released for the Sega Saturn and Sony PlayStation.

The game would have had a much stronger similarity to the original game than the final version did. The art style would have remained very similar to that of the first game, as would the gameplay, with a few notable additions. The mechanical gameplay was to be more accessible and less difficult than that of the original *Rayman* game, but it was also to be more cerebral; puzzles would have taken on a larger role, as can be seen in the playable level which was included with the PlayStation version of the final game.

According to one magazine article, the game was due for release in the late Autumn of 1996. It is unknown exactly how near the game was to completion, but it seems that its music had not yet been composed when the game was scrapped. However, the magazine's article on the game stated that ‘it's already in a fairly advanced state – expect to see a preview next month’.

It was revealed in a GameFan interview with Rayman 2 producer, Pauline Jacquey. When the developers saw Naughty Dog's original *Crash Bandicoot* game at the 1996 Electronic Entertainment Expo, they became aware of the new gameplay possibilities offered by the 3D platforming genre. This led to their cancellation of the sidescrolling *Rayman 2* prototype in favour of the final 3D game. Much of the modelling and rendering work was already done, however; this led to the production of a highly elusive animated short named *Rayman's training*. The short was the missing link of the cancelled game and the final game.

## Plot

The plot of the cancelled game was similar to that of the final *Rayman 2*. In the prototype game, Mr Dark has been defeated and has vanished from Rayman's island. Then, evil robotic invaders from space arrive, and Rayman has to defeat these invaders while rescuing his friends from their imprisonment – one character who was imprisoned by these robots was Betilla the Fairy. The robots planned to convert the entire planet into a cold ball of metal. A character named the Chief, similar in design to the General, would have been involved in the game's story, and probably would have played a much larger role than that of the General in the final version. It has been speculated that he was the game's villain, and was replaced by Razorbeard in the final game. All of the characters would have been limbless. Betilla, and possibly other characters from the original *Rayman* would have returned, and new friends would also have appeared to aid Rayman.

## Gameplay

Rayman would have started the game with all of the powers he received during the original game, with the exception of the running ability. He would have gained additional powers as the player progressed. His telescopic fist would have been able to fly around more freely, and with greater momentum; punching and jumping in a certain way would even cause the fist to circle Rayman completely due to the centrifugal force. Rayman would have been able to punch through certain surfaces to open up secret passageways. As in the final 3D game, Rayman would have learned to swim. Rayman would have met new friends, and some of these would have followed and helped him during gameplay.

Rayman would have started using mechanical tools and devices. These would have included a plunger vehicle (possible something similar to the plunger gun in *Rayman Raving Rabbids*), a hook, a laser pistol, and a ‘deviant’ – a device used to make Rayman's telescopic fist rebound. Rayman would also have been able to mount and ride certain vehicles and creatures, including a robot dinosaur (this idea was recycled in the cancelled *Rayman 4*).

One new platforming element was the addition of a 'cowardly' platform, which would shrink away from Rayman in fear should he approach it. Punching the platform would create a sparkling connection between it and Rayman, which would prevent it from escaping while the connection endured. This new power was to be called the platform fist. Very similar-looking (though otherwise completely different) platforms were found in the Game Boy Color version of *Rayman*. Perhaps the most significant alteration to the gameplay was that the levels were now two-layered; there was both a background and foreground. Enemies in the background could fire projectiles at Rayman while he was in the foreground, Rayman would be able to teleport himself between layers by activating a device that resembled a shower with a toilet-handle attached. This background–foreground system was quite similar to the one found in the games *Oddworld: Abe's Oddysee* and *Oddworld: Abe's Exoddus*.

Another new addition to the game were floating, purple bombs. These explosives could be moved around the area by Rayman's punches, but would detonate upon contact with Rayman or each other.

Another new object was a small floating box with a hand protruding from it; some of these boxes floated stationary, but others moved horizontally or vertically. When Rayman punched the hand, his fist would bounce off it; this would allow Rayman's fist to reach otherwise unaccessible spots, such as an out-of-the-way life statue, or let him his a floating bomb from another angle. It was even possible for the fist to be bounced around between multiple floating hands.

Tings would have appeared in the game; unlike the sparkling, blue Tings of the original game, these Tings would have been silvery and metallic, and reflected their surroundings, like small convex mirrors. Life statues and exit signs would also have returned. Red flying rings would have returned, although, strangely, they functioned the same as purple ones, in that they did not sink when Rayman grappled them.

## Enemies

Several of the game's enemies have been revealed through the playable level and various magazine and promotional video previews. The antagonists of the game were robot invaders from space (similar to Robo-Pirates in the final version). They intended to imprison the inhabitants of Rayman's island and turn the planet into a cold ball of metal. Like the game's other characters, they would all have been limbless. The game would have featured a significantly higher number of enemies than the original game.

* Guard – The primary enemies of the game were what was ultimately replaced by the Henchmen 800 in the final version. These were limbless, orange-coloured robotic soldiers, whose bodies were of a similar shape to that of the General. In their floating right hands, they held musket-like guns, which they could use to fire projectiles at Rayman (they could even fire at him from the background if he was in the foreground). The projectiles were similar to those fired by Space Mama from her rolling pin.
* Unnamed robotic dinosaur – Another enemy would have been a tall robotic dinosaur, which patrolled back and forth, breathing fire at Rayman if he came to close to it. Rayman could jump on the dinosaur's back if it was facing away from him, then flatten its metal head with his fists. The head could then be used as platform – that is, until the dinosaur recovered several seconds later. The Robot Dinosaur which Rayman encountered in the final version may have been inspired by this enemy.
* Unnamed flying robotic dinosaur – This game would also have featured winged, flying versions of the unnamed robotic dinosaurs; their 3D model was shown in a promotional video, and sketches of them appeared in a magazine article. Very little is known about them.
* Pyrotech – These were limbless enemies, which seem to have been robots, wearing deranged smiles, with several large, red grenades strapped to their bodies. They were covered in soot from the explosions they caused, and had what looked like a sparadrap on their shoulder. The idea for these enemies seems to have been recycled somewhat by the Hoodbooms in *Rayman 3*.
* Flips – This was a green, limbless, grasshopper-like enemy; it may have been just another part of the robot invasion, but it could also have been the moths from the original *Rayman* game returning.
* Unnamed pink robot – A pink, yellow-eyed, limbless robot, with a resemblance to both the unnamed robotic dinosaur and the Guards. Nearly nothing is known about this enemy.
* CHAINSAW XR28 – A green, chainsaw-wielding, limbless robot, with a resemblance to the Guards mentioned above. This appears to have been a powerful enemy. Several sound file descriptions are leftover for this enemy:
	+ T-Man coupe un arbre
	+ T-Man tronconneuse au repos
	+ T-Man chute d'un arbre
	+ T-Man baffe sur le robot
	+ T-Man collision robot
	+ T-Man mort

* The Chief – This character bares much resemblance to that of the General from the final game. His appearance in a promotional video for the 2D *Rayman 2*, implies that he may have originally been intended as an evil character for the game, possibly even the main villain. One piece of artwork shows him standing on a wrecking ball, apparently shouting orders to other enemies while Rayman stealthily approaches.
* The Hunter – This pale, grinning, evil-looking robot is shown in one image wearing a monocle on one eye and clutching a cage between two fingers. His role in the game is unknown, as the only animated appearance he's made is in a GamesMaster reel from 1997.
* Nagagolo - An unknown character seen holding a flower.
* Unnamed orange robot - A character seen in a cinematic carrying a nuke. It's possibly assumed to be a prototype version of the Spyglass Pirate.

## Playable PlayStation level

In the final 3D Sony PlayStation version of *Rayman 2*, the player can unlock a single level from the canceled 2D version of *Rayman 2*. This is done by collecting at least 90% of the Yellow Lums, then completing the Crow's Nest level. Since the PlayStation version of *Rayman 2* has only 800 Yellow Lums to collect, the player only needs to collect 720 of them in order to access the level. The level takes place in a grassy environment with strange rock formations in the background, in addition to a cloudy, purple sky. Music from the Walk of Life level plays in the background.

An inspection of the files on the disc of the PlayStation version of *Rayman 2* reveals a file called RAY.INF, which contains only the following French text:

///RayMan 2 PlayStation/version:01.12d/date:31 mai 1996/gravure:Vincent Greco/demande:equipe RM2 Sony/destinataire:equipe RM2 Sony/usage perso/derniere version/

Its exact meaning is unknown; however, Vincent Greco was the lead programmer on the original *Rayman* game, and went on to work on *Rayman M* and *Rayman 3*. Judging by the appearance of his name in its files, it would seem that he was also involved in the production of this prototype.

## Promotional

In the October 1999 issue of MausKlick magazine, there is a poster of "Rayman sneaking up on the General and his Robo-Pirate servants." It is unknown why a poster promoting the original *Rayman 2* is present. However, this could mean the prototype was in further development then previously thought. During the summer of 1996, more magazines also promoted the game.

### *Rayman's training*

After the 2D game was cancelled, a CGI short film for *Rayman 2* titled *Rayman's training* was produced in 1997 for Imagina 1998. Following a trailer for *Tonic Trouble*, it premiered in February 1st, 1998. *Rayman's training* stars Rayman battling a punching bag for practice. Demonstrating Rayman's creative flexibility in 3D and Ubi Soft's ability to create arresting animation, it was the "missing link" between the two games.

For many years, the short was elusive, and would not be seen by the public in its entirety until 24 years later, on March 12 2022, when a version with no sound was uploaded on YouTube.

## External links

* Playable PlayStation level walkthrough at YouTube
* Development footage
* Rayman's training full short with no sound