For some reason to me it always sounded like some of the dialogue was recorded in a toliet bowl, especially in the opening cutscene, it has this really weird reverb to it.
That's why I prefer their voices in PS1 version.For some reason to me it always sounded like some of the dialogue was recorded in a toliet bowl, especially in the opening cutscene, it has this really weird reverb to it.
Of course not.Globox is not a toilet bowl
He's a large dumpster.
CnP_14012026_123950.png
Trust Globox to dampen the mood...
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Here you go, I got a copy of it:Shame that your image isn't loading for me though.![]()
Only finally got around to trying it – and it's so messed up that when I run it under Wine, I get a straight segfault, rather than the usual Windows-style crash dialogue!The entire EXE is encrypted, and it contains its own decryption code and self-modifies the different sections successively in what feels like a really evil manner… Not sure if that's anything to do with the segfault I'm getting, but I'm sure it doesn't help
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Hey, I don't know if this was found before, but I looked at the GOG goodies of Rayman 2 and noticed something interesting on the wallpaper (which is based on a prototype cover from what I comprehend)...
I looked closely and noticed this on the bridge:
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"M+A"... within a heart... At first, I assumed it could mean "Michel + Ancel", but then I took a closer look at the exploding ship in the background and noticed that too...
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"J+L"! And the other wood pieces look like letters too!
I don't know if this was on any of the final N64/PC artworks due to very low-res online, but it seems exclusive to the prototype box I linked (which we use on the RayWiki article) and this high-quality GOG wallpaper.
It's probably just a love thing from some people who worked at Ubisoft, but I find it interesting to find regardless! I wonder if there are more "easter eggs" like that on Rayman artworks!
https://raymanpc.com/wiki/images/1/13/Rayman2cover.jpg
By the way...Other than the supposed lack of creative vision for the project on Michel Ancel’s end, most of the narrative elements (in regards to Rayman and Andre’s supposed girlfriend-rescuing antics) as shown in the concept art is rightfully attributed to Jacques Exertier, a prolific multi-faceted creative who not only is credited for writing and visual work on Rayman 2: The Great Escape but also Beyond Good & Evil.
Could it be "J"?![]()
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The Dreamcast port, arguably the most enjoyable version of the game, required very few people to work on, as Florent remembers, “It was crafted at the very end of the project. A few engineers and gameplay programmers worked on it quite successfully. On the other hand, developing Rayman Revolution, the PlayStation 2 version of Rayman 2, had been another story. I left Paris for Annecy, where the local Ubisoft team was supposed to work on the PS2 port. I was appointed as art director on this port. It became quite tense, since they had already started working on another Rayman project, contrary to what had been planned. They were simply developing a new Rayman game. Needless to say, the situation became very complicated at first.”
Just tried pointing the Wayback Machine at https://nitter.net/RaymanGame/status/2019455980736545169, but it'll probably take a while to see how well it's worked…Is there a reliable service to archive tweets? I know I've found archive.org useful to retrieve YouTube videos from our references after they were taken down, but I'm not sure about tweets.
Yep, this is basically what was written in the book as well, albeit in French!In the issue of Retro Gamer where they interview Florent Sacré ("The Making of Rayman 2: The Great Escape"), he explains that the team at Ubisoft Annecy was assigned to port the game, but due to miscommunication or ambition, they started developing a completely new Rayman game instead. Ubisoft Paris had to step in, correct the mistake, and steer them back toward making a port, which caused significant tension between the teams. Maybe that's old news, but I never knew.
The Dreamcast port, arguably the most enjoyable version of the game, required very few people to work on, as Florent remembers, “It was crafted at the very end of the project. A few engineers and gameplay programmers worked on it quite successfully. On the other hand, developing Rayman Revolution, the PlayStation 2 version of Rayman 2, had been another story. I left Paris for Annecy, where the local Ubisoft team was supposed to work on the PS2 port. I was appointed as art director on this port. It became quite tense, since they had already started working on another Rayman project, contrary to what had been planned. They were simply developing a new Rayman game. Needless to say, the situation became very complicated at first.”