Difference between revisions of "Rayman 2 (cancelled prototype)"

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{{Game
 
{{Game
 
| name = Rayman 2
 
| name = Rayman 2
| image = [[Image:R2_2D_Prototype_Cover.jpg|center|250px]]
+
| image = [[Image:R2_2D_Prototype_Cover.jpg|center|250px|''Rayman 2'' (cancelled prototype)]]
 
| published by = [[Ubisoft]]
 
| published by = [[Ubisoft]]
 
| developed by = [[Ubisoft]]
 
| developed by = [[Ubisoft]]
 
| release date = Late Autumn 1996 (cancelled)
 
| release date = Late Autumn 1996 (cancelled)
| genre = 2D Platformer
+
| genre = 2D platformer
 
| gameplay mode = Single player
 
| gameplay mode = Single player
 
| platforms = Sony PlayStation, Sega Saturn
 
| platforms = Sony PlayStation, Sega Saturn
 
}}
 
}}
  
[[File:R2_2D_Prototype_Betilla.jpg|thumb|200px|right|[[Betilla the Fairy]], as she appeared in the cancelled game]]
+
*''This article is about the cancelled 2D prototype. For the 3D prototype, see [[Rayman 2 (early production)]].''
  
Early in its development, '''''[[Rayman 2: The Great Escape]]''''' was intended to be a 2D game, which would have been very similar to ''[[Rayman 1|Rayman]]'' in terms of graphics and gameplay. This 2D game would have been released for the Sega Saturn and Sony PlayStation.
+
Early in its development, '''''[[Rayman 2]]''''' was intended to be a 2D game, which would have been very similar to [[Rayman 1|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 [[Rayman 1|the original game]] that [[Rayman 2: The Great Escape|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 [[Rayman 1|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 [[Rayman 2: The Great Escape|the final game]].
+
The game would have had a much stronger similarity to [[Rayman 1|the original game]] than [[Rayman 2|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 [[Rayman 1|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 [[Rayman 2 (PlayStation)|PlayStation version]] of [[Rayman 2|the final game]].
  
All of the characters would have been limbless. [[Betilla the Fairy]], and possibly other ''[[Rayman 1|Rayman]]'' characters, would have returned, and new friends would also have appeared to aid Rayman.
+
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’.
  
According to one magazine article, the game was due for release in the late Autumn of 1996.
+
When the developers saw Naughty Dog's original ''[https://en.wikipedia.org/wiki/Crash_Bandicoot 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 [[Rayman 2|the final 3D game]].
  
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’.
+
==Plot==
 +
The plot of the cancelled game was similar to that of [[Rayman 2|the final ''Rayman 2'']]. In the prototype game, [[Mr Dark]] has been defeated and has vanished from [[the valley|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 Glade of Dreams|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 [[Rayman 2|the final version]]. It has been speculated that he was the game's villain, and was replaced by [[Admiral Razorbeard|Razorbeard]] in the final game. All of the characters would have been limbless. [[Betilla]], and possibly other characters from [[Rayman 1|the original ''Rayman'']] would have returned, and new friends would also have appeared to aid [[Rayman]].
  
==Gameplay mechanics==
+
{|
[[Image:Rayman 2 prototype article.jpg|316px|thumb|right|A Saturn magazine's article on the game]]
+
| [[File:Rayman_2_prototype_article_3.jpg|left|thumb|300px|[[The Chief]] and an unnamed robotic dinosaur appear prominently in this preview image of the game.]]
[[Image:Rayman 2 prototype article 2.jpg|316px|thumb|right|Another magazine's preview of the game (French)]]
+
| [[File:R2_Proto_Fairy.PNG|thumb|200px|left|[[Betilla]] the Fairy, as she appeared in the cancelled game.]]
 +
| [[File:RAYMAN.png|thumb|200px|left|A piece of artwork which appears in a similar style to the loading screens of [[Rayman 1|the original ''Rayman'']].]]
 +
|}
  
[[Rayman]] would have started the game with all of the powers he received during [[Rayman 1|the original game]], and 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 [[telescopic fist|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.
+
==Gameplay==
 +
[[File:R2_Proto_Screenshot4.PNG|thumb|right|320px|class=sprite|An early screenshot showing [[Rayman]] on an unnamed robotic dinosaur.]]
 +
[[Rayman]] would have started the game with all of the powers he received during [[Rayman 1|the original game]], with the exception of [[Running|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 [[Telescopic fist|fist]] to circle [[Rayman]] completely due to the centrifugal force. [[Rayman]] would have been able to [[Telescopic fist|punch]] through certain surfaces to open up secret passageways. As in [[Rayman 2|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 [[Rayman 4 (cancelled prototype)|the cancelled ''Rayman 4'']]).
+
[[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 [[Rayman 4 (cancelled prototype)|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 [[Rayman (Game Boy Color)|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''.
+
One new platforming element was the addition of a [[Scared platform|'cowardly' platform]], which would shrink away from [[Rayman]] in fear should he approach it. [[Telescopic fist|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 [[Rayman (Game Boy Color)|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 [[Telescopic fist|punches]], but would detonate upon contact with [[Rayman]] or each other.
 
Another new addition to the game were floating, purple bombs. These explosives could be moved around the area by [[Rayman]]'s [[Telescopic fist|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]] [[telescopic fist|punched]]  the hand, his fist would bounce off it; this would allow [[Rayman]]'s [[telescopic fist|fist]] to reach otherwise unaccessible spots, such as an out-of-the-way [[Life|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.
+
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]] [[Telescopic fist|punched]]  the hand, his [[Telescopic fist|fist]] would bounce off it; this would allow [[Rayman]]'s [[Telescopic fist|fist]] to reach otherwise unaccessible spots, such as an out-of-the-way [[Life|life statue]], or let him his a floating bomb from another angle. It was even possible for the [[Telescopic fist|fist]] to be bounced around between multiple floating hands.
  
[[Ting]]s would have appeared in the game; unlike the sparkling, blue Tings of [[Rayman 1|the original game]], these Tings would have been silvery and metallic, and reflected their surroundings, like small convex mirrors. [[Life|Life statue]]s and [[exit sign]]s would also have returned. Red [[flying ring]]s would have returned, although, strangely, they functioned the same as purple ones, in that they did not sink when [[Rayman]] [[Grappling Fist|grappled]] them.
+
[[Ting]]s would have appeared in the game; unlike the sparkling, blue [[Ting]]s of [[Rayman 1|the original game]], these [[Ting]]s would have been silvery and metallic, and reflected their surroundings, like small convex mirrors. [[Life|Life statue]]s and [[exit sign]]s would also have returned. Red [[flying ring]]s would have returned, although, strangely, they functioned the same as purple ones, in that they did not sink when [[Rayman]] [[Grappling fist|grappled]] them.
  
==Plot==
+
<gallery widths="320px" heights="224px">
The plot of the cancelled game was similar to that of [[Rayman 2: The Great Escape|the final ''Rayman 2'']]. In the prototype game, [[Mr Dark]] has been defeated and has vanished from [[the valley|Rayman's island]]. Then, evil robotic invaders from space arrive, and Rayman has to defeat these invaders while rescing his friends from their imprisonment – one character who was imprisoned by these robots was [[Betilla the Fairy]]. The robots planned to convert [[the Glade of Dreams|the entire planet]] into a cold ball of metal. [[The general]] would have been involved in the game's story, and probably would have played a much larger role than he did in [[Rayman 2: The Great Escape|the final version]]. It has been speculated that he was the game's villain, and was replaced by [[Razorbeard]] in the final game.
+
R2 2D 3.png|[[Rayman]] making a face in an unknown forest world with a robotic dinosaur, purple bombs and barrels with waste in them.
 +
R2 2D 4.png|[[Rayman]] facing a bunch of purple bombs.
 +
R2 2D 5.png|[[Rayman]] on an unknown platform with a [[scared platform]] very close by.
 +
R2 2D 6.png|A robotic dinosaur about to breath fire at [[Rayman]].
 +
R2 2D 8.png|[[Rayman]] in the background.
 +
</gallery>
  
 
==Enemies==
 
==Enemies==
[[File:R2_2D_Prototype_Pre_-_Henchmen_800.jpg|thumb|200px|right|The 'pre-Henchman 800']]
+
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-Pirate]]s in [[Rayman 2|the final version]]). They intended to imprison the inhabitants of [[The valley|Rayman's island]] and turn [[The Glade of Dreams|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 [[Rayman 1|the original game]].
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-Pirate army|the Robo-Pirates]] in [[Rayman 2: The Great Escape|the final version]]). They intended to imprison the inhabitants of [[the valley|Rayman's island]] and turn [[the Glade of Dreams|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 [[Rayman 1|the original game]].
+
 
 +
*[[Guard]] – The primary enemies of the game were what was ultimately replaced by the [[Henchman 800|Henchmen 800]] in [[Rayman 2|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.
 +
 
 +
[[File:GUARD.png|thumb|left|A [[guard]].]]
 +
 
 +
{{Clear}}
 +
 
 +
*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 [[Rayman 2|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.
 +
 
 +
{|
 +
| [[File:DINOSAUR.png|thumb|left|An unnamed robotic dinosaur.]]
 +
| [[File:R2 2D 9.png|thumb|left|class=sprite|An unnamed robotic dinosaur as seen in the game.]]
 +
| [[File:R2 2D 7.png|thumb|left|class=sprite|[[Rayman]] riding on a robotic dinosaur.]]
 +
|}
 +
 
 +
*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 [[Hoodboom]]s in ''[[Rayman 3]]''.
 +
 
 +
[[File:PYROTECH.png|thumb|left|A Pyrotech enemy.]]
  
*Pre-[[Henchman 800]] – The primary enemies of the game were what was ultimately replaced by the [[Henchman 800|Henchmen 800]] in [[Rayman 2: The Great Escape|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.
+
{{Clear}}
  
*Pre-[[Robot 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 it, until the dinosaur recovered several seconds later. The [[Robot Dinosaur]] which [[Rayman]] encountered in [[Rayman 2: The Great Escape|the final version]] may have been inspired by this enemy.
+
*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 [[moth]]s from [[Rayman 1|the original ''Rayman'' game]] returning.
  
*Flying pre-[[Robot Dinosaur]] – This game would also have featured winged, flying versions of the robotic dinosaurs; their 3D model was shown in a promotional video. Very little is known about them.
+
[[File:FLIPS.png|thumb|left|A Flips enemy.]]
  
*Grenadier – 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 [[Hoodboom]]s in ''[[Rayman 3: Hoodlum Havoc|Rayman 3]]''.
+
{{Clear}}
  
*Grasshopper This was a green, limbless, grasshopper-like enemy; it may have been just another part of the robot invasion, but it also could also have been the [[moth]]s from [[Rayman 1|the first ''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.
  
*Pink robot – A pink, yellow-eyed, limbless robot, with a resemblance to both the pre-[[Robot Dinosaur]] and the pre-[[Henchman 800]]. Nearly nothing is known about this enemy.
+
{|
 +
| [[File:ROBOT1.png|thumb|left|An unnamed pink robot.]]
 +
| [[File:ROBOT2.png|thumb|left|Another artwork of the unnamed pink robot.]]
 +
|}
  
[[File:R2_2D_Prototype_Chainsaw_Enemy.jpg|thumb|200px|right|The green, chainsaw-wielding robot]]
+
*CHAINSAW XR28 – A green, chainsaw-wielding, limbless robot, with a resemblance to the Guards mentioned above. This appears to have been a powerful enemy.
*TRONCO XR28 – A green, chainsaw-wielding, limbless robot, with a resemblance to the pre-Henchman 800 mentioned above. This appears to have been a powerful enemy, and may have even been a boss.
 
  
[[File:R2_2D_General.png|thumb|200px|right|[[The General]], as seen in a promotional video]]
+
{|
*[[The general]] – This character was initially set to appear in the 2D ''Rayman 2'', but made only a cameo appearance in [[Rayman 2: The Great Escape|the final 3D version]], in which he sold the [[Grolgoth]] robot to [[Admiral Razorbeard]]. [[The General]] also appeared in the intro sequence of the PC/N64 version of ''[[Tonic Trouble]]''. His willingness to allow [[Razorbeard]] access to the powerful [[Grolgoth]] so that he can destroy [[Rayman]], as well as his appearance in a promotional video for the 2D ''Rayman 2'', implies that [[the General]] may have originally been intended as an evil character for the game, possibly even the main villain.
+
| [[File:R2_Proto_Chainsaw.PNG|thumb|200px|left|The CHAINSAW XR28.]]
[[Image:Rayman 2 2D prototype loading screen.png|thumb|left|316px|The loading screen from the playable PlayStation level depicts a fusion of ''[[Rayman 1]]'' and ''[[Rayman 2: The Great Escape|Rayman 2]]'' scenarios]]
+
| [[File:R2 2D 2.png|thumb|left|English information on the CHAINSAW XR28.]]
[[File:R2_2D_Prototype_Enemy_With_A_Monocle.jpg|thumb|200px|right|The monocle-wearing enemy, as seen in a promotional video]]
+
| [[File:R2 2D 1.png|thumb|left|French information of the CHAINSAW XR28.]]
*Monocle-wearer – 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 unclear.
+
|}
 +
 
 +
*[[The Chief]] – This character bares much resemblance to that of [[the General]] from [[Rayman 2|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.
 +
 
 +
[[File:R2_Proto_Chief.PNG|thumb|200px|left|[[The Chief]], as seen in a promotional video.]]
 +
 
 +
{{Clear}}
 +
 
 +
*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.
 +
 
 +
<gallery widths="320px" heights="240px">
 +
HUNTER1.png|Artwork of the Hunter.
 +
HUNTER2.png|Artwork of the Hunter.
 +
HUNTER3.png|Artwork of the Hunter.
 +
</gallery>
 +
 
 +
*Nagagolo - An unknown character seen holding a [[flower]].
 +
 
 +
[[File:NAGAGOLO.png|thumb|left|Nagagolo.]]
 +
 
 +
{{Clear}}
 +
 
 +
[[Image:Rayman 2 prototype images.jpg|700px|thumb|none|right|The five images on the top row are screenshots from the same level which is playable in the final [[Rayman 2 (PlayStation)|PlayStation version]] of the 3D game. The images on the bottom row include, form left to right: [[Rayman]] sneaking up on the Chief and other enemies; the Hunter clutching a [[cage]] and a gun; and CHAINSAW XR28 stopping to look at a flower.]]
  
 
==Playable PlayStation level==
 
==Playable PlayStation level==
In the final 3D Sony PlayStation version of ''[[Rayman 2: The Great Escape|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: The Great Escape|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.
+
In the final [[Rayman 2 (PlayStation)|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 Lum]]s, then completing [[the Crow's Nest]] level. Since the [[Rayman 2 (PlayStation)|PlayStation version]] of ''[[Rayman 2]]'' has only 800 [[Yellow Lum]]s 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:
+
An inspection of the files on the disc of the [[Rayman 2 (PlayStation)|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/     
 
///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 [[Rayman 1|the original ''Rayman'' game]], and went on to work on ''[[Rayman M]]'' and ''[[Rayman 3: Hoodlum Havoc]]''. Judging by the appearance of his name in its files, it would seem that he was also involved in the production of this prototype.
+
Its exact meaning is unknown; however, Vincent Greco was the lead programmer on [[Rayman 1|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.
 +
 
 +
<gallery widths="320px" heights="240px" class="sprite">
 +
Rayman 2 2D prototype loading screen.png|The loading screen from the playable PlayStation level depicts a fusion of [[Rayman 1|the original ''Rayman'']] and ''[[Rayman 2]]'' scenarios.
 +
SilverTings.png|[[Ting]]s as seen in the 2D prototype.
 +
Scared platforms 2.png|thumb|320px|none|class=sprite|[[Rayman]] captures a [[scared platform]] with his [[telescopic fist]].
 +
</gallery>
 +
 
 +
==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.
 +
 
 +
{|
 +
| [[Image:Rayman 2 Prototype Poster.jpg|320px|thumb|left|October 1999 issue of MausKlick magazine.]]
 +
| [[Image:Rayman 2 prototype article.jpg|300px|thumb|left|Sega Saturn Magazine (UK) #10: "August 1996".]]
 +
| [[Image:Rayman 2 prototype article 2.jpg|300px|thumb|left|Sega Megaforce n°52 été 1996, Pg. 28.]]
 +
| [[Image:A7VfGlP.png|200px|thumb|left|GamePro August 1996 # 95.]]
 +
|}
 +
 
 +
{|
 +
| [[Image:ZbE4qU.png|300px|thumb|left|Next Generation June 1996, pg. 102.]]
 +
| [[Image:GO25kFK.jpg|300px|thumb|left|Joystick N°72 June 1996.]]
 +
| [[Image:DxsTst8.png|300px|thumb|left|The Ultimate Gaming Magazine Issue 89 June 1996.]]
 +
|}
 +
 
 +
==External links==
 +
 
 +
*[http://www.youtube.com/watch?v=9QmbIFNv4HE Playable PlayStation level walkthrough at YouTube]
 +
 
 +
{{Rayman series}}
 +
{{Cancelled Rayman games}}
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 +
[[fr:Rayman 2 (prototype annulé)]]
 +
[[pl:Rayman 2 (anulowany prototyp)]]
  
[[Category:Games]]
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[[Category:2D platform games]]
[[Category:Platform games]]
 
 
[[Category:Prototype games]]
 
[[Category:Prototype games]]
 
[[Category:Rayman games]]
 
[[Category:Rayman games]]
[[Category:Scrapped content]]
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[[Category:Scrapped content from Rayman 2]]
[[Category:Sidescroller games]]
 

Revision as of 15:58, 5 June 2019

Rayman 2
Rayman 2 (cancelled prototype)
Published by Ubisoft
Developed by Ubisoft

Directed by {{{directed by}}}
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Designed by {{{designed by}}}
Programmed by {{{programmed by}}}
Art by {{{art by}}}
Written by {{{written by}}}
Soundtrack by {{{soundtrack by}}}

Release date Late Autumn 1996 (cancelled)
Genre 2D platformer
Gameplay mode Single player
Platforms Sony PlayStation, Sega Saturn
Ratings {{{ratings}}}
Distribution media {{{distribution media}}}
Game engine {{{game engine}}}

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’.

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.

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.

The Chief and an unnamed robotic dinosaur appear prominently in this preview image of the game.
Betilla the Fairy, as she appeared in the cancelled game.
A piece of artwork which appears in a similar style to the loading screens of the original Rayman.

Gameplay

An early screenshot showing Rayman on an unnamed robotic dinosaur.

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.
An unnamed robotic dinosaur.
An unnamed robotic dinosaur as seen in the game.
Rayman riding on a robotic dinosaur.
  • 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.
A Pyrotech enemy.


  • 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.
A Flips enemy.


  • 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.
An unnamed pink robot.
Another artwork of the unnamed pink robot.
  • CHAINSAW XR28 – A green, chainsaw-wielding, limbless robot, with a resemblance to the Guards mentioned above. This appears to have been a powerful enemy.
The CHAINSAW XR28.
English information on the CHAINSAW XR28.
French information of the CHAINSAW XR28.
  • 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 Chief, as seen in a promotional video.


  • 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.
  • Nagagolo - An unknown character seen holding a flower.
Nagagolo.


The five images on the top row are screenshots from the same level which is playable in the final PlayStation version of the 3D game. The images on the bottom row include, form left to right: Rayman sneaking up on the Chief and other enemies; the Hunter clutching a cage and a gun; and CHAINSAW XR28 stopping to look at a flower.

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.

October 1999 issue of MausKlick magazine.
Sega Saturn Magazine (UK) #10: "August 1996".
Sega Megaforce n°52 été 1996, Pg. 28.
GamePro August 1996 # 95.
Next Generation June 1996, pg. 102.
Joystick N°72 June 1996.
The Ultimate Gaming Magazine Issue 89 June 1996.

External links