Rayman 2

For discussions about the Rayman series.
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Which version is your favourite?

PC
116
37%
Nintendo 64
20
6%
Dreamcast
49
16%
PlayStation 1
22
7%
Revolution (PlayStation 2)
94
30%
Forever (GBC)
3
1%
DS
2
1%
iOS
1
0%
3DS
4
1%
 
Total votes: 311

Tribelle2026
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Re: Rayman 2

Post by Tribelle2026 »

Just remembered that Revolution doesn't have the Knowledge of the World. I wonder why they didn't include it.

Edit: The delisted Steam version of Rayman 2 has had some screenshots added. Do you think this means anything?

https://steamdb.info/app/15060/history/
Last edited by The Jonster on Tue Sep 02, 2025 2:29 am, edited 1 time in total.
Reason: merged doubles
eerieyuri
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Re: Rayman 2

Post by eerieyuri »

I spontaneously thought of this and wanted to ask since I found it interesting:

Rayman 2 originally released on Windows PC and Nintendo 64, but was later ported to other platforms such as the PlayStation 1. When the game was ported to PlayStation 1, it was downgraded in some ways compared to PC and N64; the most significant downgrade was that some levels were completely cut from the PS1 version to the point the game has a smaller total lum count.

Is there any known reason this may have happened? It seems kind of strange considering the trend during that generation was the opposite due to cartridge's limited capacity. The size difference between a cartridge and disc was ridiculously in favor of a disc to the point many games skipped N64 due its games' storage limitations. Ubisoft seemed willing to downgrade the audio quality to fit the game on a Nintendo 64 cartridge, so I'm not sure if it really was just larger audio samples or if perhaps the PS1 hardware was simply not able to handle the full scope of the game (the N64 was technically more powerful.)
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Re: Rayman 2

Post by MaryMagicPie »

I doubt they cut a good chunk of the levels and Lum count in the 1 port of Rayman 2 solely to put in mediocre voice acting. But the internet seems pretty dry for answers on how this port ended up less polished than the PC or Dreamcast versions.
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Re: Rayman 2

Post by eerieyuri »

TriangulumDelta wrote: Mon Sep 01, 2025 5:42 pm Just remembered that Revolution doesn't have the Knowledge of the World. I wonder why they didn't include it.

Edit: The delisted Steam version of Rayman 2 has had some screenshots added. Do you think this means anything?

https://steamdb.info/app/15060/history/
I don't want to sound super speculative as if they are absolutely going to do something, but the only reasons I personally can think of for them updating the screenshots for Rayman 2's store listing, which is currently unviewable due to being delisted, is either as a test, an oversight, or because they have some intention on putting the version of Rayman 2 on Steam back on sale. It may have also been automated, but I sincerely doubt it, especially due to the update's proximity to Rayman Alive knowing now that they were involved with the stream; it's hard to say if it will mean anything considering these random database updates are not too uncommon when a publisher is either updating all their games or all games in a franchise, and it should also be considered that an intention does not confirm anything since they could change their mind.

Last December, they relisted Rocksmith 2014 Editon (https://store.steampowered.com/app/2216 ... ARN__PLAY/), so there is some precedent to them putting games which were taken off sale back on the store, though in the case of Rayman 2, it was never available outside of being bundled with Rayman Origins.
MaryMagicPie wrote: Sun Sep 07, 2025 3:13 am I doubt they cut a good chunk of the levels and Lum count in the 1 port of Rayman 2 solely to put in mediocre voice acting. But the internet seems pretty dry for answers on how this port ended up less polished than the PC or Dreamcast versions.
I believe the largest cartridge size for the N64 was 64 MB, if not less, meaning the entire "game" part of the game would presumably fit within that size, even including the levels which would not have made it into the PS1 version---game development is complicated, so probably not exactly, but approximately. Even assuming the levels were expanded on to be more complex in the PS1 version, there would still likely be more than half a disc of space available.

Maybe it would help to know how much space the game takes on the disc as well? I know its possible to "scrub" disc images and remove unused data, thus reducing the file size and revealing the true size of a game's contents: as an example, Wii games are shipped on 4.4 GB DVD discs, but the overwhelming majority of Wii games do not take up a full 4.4 GB when their files are revealed. For disc-based games on the PlayStation, developers did not need to pay for larger capacities since everything was printed on CDs, meaning the only storage concern would be if the game fits on a single CD. If Ubisoft still had a lot of storage left on the game disc they simply decided not to use, then it wouldn't seem that high-quality audio and voice-acting was the sole reason for cutting so much content from this version.
Last edited by PluMGMK on Sun Sep 07, 2025 1:47 pm, edited 1 time in total.
Reason: Posts merged, please don't double post
Master
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Re: Rayman 2

Post by Master »

I think you're focusing a little too much on storage, and not so much as the rendering and hardware capabilities of the N64 vs PS1. The N64 might have lower storage, but it was far more powerful when it came to the hardware for rendering graphics. Chances are the levels are more lightweight in the PS1 version not because of storage limitations, but more that the levels themselves were likely too complex for the PS1's hardware to handle, versus the N64s.

I can only speculate mind, given that games like Spyro with far more open levels exist, though I think Spyro's aesthetic is a lot simpler by comparison, and it did use a lot of tricks such as LoDs to give better performance. I don't think Rayman 2 used those kinds of visual tricks, but I can't say that for certain.
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Re: Rayman 2

Post by Hunchman801 »

Carrot also mentioned on the wiki that the PlayStation version is based on an earlier build of the Nintendo 64 and PC versions. I'm not sure where this information comes from and how early that build was, but maybe no content was actually cut, and it's just that they started from a point where the content in question did not exist yet?
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Re: Rayman 2

Post by RayCarrot »

Hunchman801 wrote: Sun Sep 14, 2025 2:05 pm Carrot also mentioned on the wiki that the PlayStation version is based on an earlier build of the Nintendo 64 and PC versions. I'm not sure where this information comes from and how early that build was, but maybe no content was actually cut, and it's just that they started from a point where the content in question did not exist yet?
Sadly there's no definitive source of this. But yeah, the PS1 version was developed by Ubisoft Shanghai and more or less uses a separate engine from other versions. There was also rather poor communication between Ubisoft's studios back then, so I think it makes sense that towards the end of development they didn't always have the latest builds to work with. That's probably why we ended up with a game which more closely resembles that of the early Rayman 2 builds, like how the lums are designed, you freeing Murfy's from cages, Ly appearing on the stones to give you hints, Rayman having his heavier physics, the way you move under water, antitoons appearing as enemies etc. Most of these things can be seen in the Rayman 2 beta, and also in early gameplay footage and screenshots of the PC/N64 versions. I recall some early footage also showing level design more similar to the PS1 version.

Now I don't think all changes were due to it being based on an earlier build. I do think they took some freedom to make this version different. A magazine interview also states they had to redesign parts of levels to fit the PS1 VRAM, and I assume the voiceacting was always unique to this version.
Hunchman801
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Re: Rayman 2

Post by Hunchman801 »

Makes sense, thanks for the insights. Now I wonder how much of the level design in the PlayStation version is that of earlier builds and how much was actually changed later to fit in the VRAM. Who knows, maybe an early build will leak one day? :hap:
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Re: Rayman 2

Post by Reese Riverson »

Honestly, it feels like it was quite a feat having Rayman 2 on the PS1 as it is, especially considering from what games I remember playing on my system. It's pretty interesting to think about, considering the generation everything was in at the time.

It does make you appreciate the older systems more, though. You actually had optimization, you had to get every ounce of resource you could out of the system you were working with. Now days, things aren't built like that and are more resource wasteful.
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Re: Rayman 2

Post by ElZboub »

I have just updated and added all the missing codes to the Dreamcast version of the game. However, there is one code that I found in the game code using Raymap, but I have no idea how to trigger it. This code is located in the Globox Disc mini-game and is supposed to display the text “Here is the Super Globox!”. After searching a little more with Raymap, I found that there is indeed a Baby Globox skin with a Superman costume. I'm not skilled enough in understanding this type of code to figure out how this function works, but maybe someone here would have an idea of what to do.
I modified the classic Baby Globox skin in Raymap to show what the Super Globox skin looks like (he also have a red cape):
super_globox.png
I also made a little progress on the code for the “Cigale and Richy's Secret Place!” message. After analyzing the little code that I can understand, it turns out that it's not just when the first switch is activated that the message isn't triggered, but when Rayman triggers the camera area at the bottom of the stairs up to the level of the first Zombie Chickens AND when the first switch is activated. This means that if we manage to get Rayman to the other side of the wall at the beginning without triggering the camera but activating the switch, the message will still be displayed. And of course, if neither the camera nor the switch are triggered, then the message will also be displayed. Do you think there is a way to trigger this message without having to cheat in the game by using moon jump? The only solution I can think of would be to make the gate next to the Spiral Door disappear.
The area not to touch is marked in red:
tomb_of_the_ancients.png
Edit: I also asked Arnaud Guyon, aka “Richy,” under one of his YouTube videos if he remembered what to do to get the message, but he still hasn't replied.

Finally, I was wondering if the code to control Razorbeard existed in the Dreamcast version. I think that since it exists in the N64 and PC versions of the game, it should be present here too. Especially since the Dreamcast version adds a lot of new codes, so it would be surprising if only this code had been removed.
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Re: Rayman 2

Post by Steo »

I remember getting to this area bypassing the first switch by using "void". I think the speedrunners told me about this, but basically if you manage to perform it, you will be able to just move freely even though you can't see where you are going, then when you get back to the game again, you're on the other side of the gate. That was enough that the message won't trigger as far as I remember. I think the first switch to open the gate right at the start is involved when it comes to triggering the message.
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Re: Rayman 2

Post by Reese Riverson »

Huh, that is pretty fascinating, it's always amazing what you guys end up doing here. Ya learn something new about a Rayman game, for a specific system, every day almost. :)
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Re: Rayman 2

Post by EdgyRabbid »

Trying to run the gog version of R2 on my new mini pc and it won’t get past the logos. Do I need to download an older version?
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Re: Rayman 2

Post by Steo »

I would just get Ray2Fix, or Rayman Control Panel and apply it using that.
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Re: Rayman 2

Post by EdgyRabbid »

Some of you guys are gonna make fun of me.. but I just spent 90$ on the dream cast version of this game, even tho I own it on pc…
Master
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Re: Rayman 2

Post by Master »

Honestly, given how much of a pain the PC version is to get running sometimes, playing the Dreamcast version isn't a bad idea. It's also the only version of Rayman 2 that natively supports wide-screen if memory serves.
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Re: Rayman 2

Post by Reese Riverson »

EdgyRabbid wrote: Sun Oct 19, 2025 6:53 pm Some of you guys are gonna make fun of me.. but I just spent 90$ on the dream cast version of this game, even tho I own it on pc…
Dude, how could you even think some of us will make fun of you? Some of us, like me, own a multitude of copies of the same Rayman games across multiple platforms.
Image

I have Rayman 2 for not just the Dreamcast, but the PS1, PS2, PC, N64, DS, 3DS, and that's not even counting how many copies of the other games I have between Rayman 1, 3, Arena, and etc.

So you're all good, man. Enjoy having one of the finest Rayman 2 versions in your collection!
Image
The Jonster
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Re: Rayman 2

Post by The Jonster »

N....not Rayman 2 Forever????? :o

But no, we won't make fun of you for that. It's always a great thing to try different versions of a game. Have fun with an awesome version of Rayman 2! :D
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Re: Rayman 2

Post by Steo »

I own Rayman 2 on everything except for iOS, and I honestly think the Dreamcast version is my favourite.
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Re: Rayman 2

Post by dr_st »

Master wrote: Sun Oct 19, 2025 6:56 pm Honestly, given how much of a pain the PC version is to get running sometimes, playing the Dreamcast version isn't a bad idea. It's also the only version of Rayman 2 that natively supports wide-screen if memory serves.
Indeed it does! I use widescreen almost every time while playing on an emulator, except the very rare event when I'm actually running the emulator on a PC connected to a 4:3 monitor.
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