Thanks a lot, 1 or 2 of the tricks we had to come up with on the fly (purple lum rebound especially) and I owe Robin a lot for his deep knowledge of the gamehoodlumsworld wrote: ↑Wed Jul 21, 2021 7:23 pm Awesome video, NGPlus! I had no idea even half of this was possible, I learned a lot more than what I thought I would before watching it.![]()
Rayman 2
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Re: Rayman 2
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Hunchman801

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Re: Rayman 2
Well, I sure hope you make more of these, but given the time it took you, I understand that it probably won't be before a while, if ever. Nevertheless, I look forward to more. 

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Mortamon Saturn

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Re: Rayman 2
While listening to some soundtracks, I’ve noticed a nice little similarity between "Into the Sanctuary of Rock and Fire" from this game and some parts of "Evenmorn Islands" from Might and Magic VII (which released the same year as Rayman 2).
Listen closely to the part after 0:20 and then compare it to most of Rayman 2’s track.
Listen closely to the part after 0:20 and then compare it to most of Rayman 2’s track.
Vive Rayman et les prunes !
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Re: Rayman 2
Nice find! Indeed it sounds like the same basic sample, although there is some variation - I think the one in M&M VII is a bit faster, and longer?
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Mortamon Saturn

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Re: Rayman 2
Yeah, that’s what I was thinking. M&M VII’s use of the sample is more subtle and faster paced. It’s more ambient than Rayman 2’s version which really uses it as the meat of the entire track.
It’s always a nice surprise to find things like this while listening to game music, sometimes you can recognise one sample being used across many games.
Your content really deserves more attention!
It’s always a nice surprise to find things like this while listening to game music, sometimes you can recognise one sample being used across many games.
Just watched it! Very impressive video! I really didn’t though it would be possible to beat most of this game like this!NGPlus wrote: ↑Mon Jul 12, 2021 11:47 am I had an idea to try to beat Rayman 2 Revolution Without Hovering, and it ended up being an absolute journey! I had documented my journey in this video if you're interested. Someone on r/Rayman suggested I post this here![]()
https://www.youtube.com/watch?v=BUO6YK7XUuc&t=1s
Your content really deserves more attention!
Vive Rayman et les prunes !
o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o

It's time to Rock 'n' Run!
o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o

It's time to Rock 'n' Run!
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SpyroGuy

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Re: Rayman 2
I can give you two more examples containing said sample.Rayman Saturn wrote: ↑Sat Jul 31, 2021 5:57 pm While listening to some soundtracks, I’ve noticed a nice little similarity between "Into the Sanctuary of Rock and Fire" from this game and some parts of "Evenmorn Islands" from Might and Magic VII (which released the same year as Rayman 2).
2:10 - 2:24
0:17
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Mortamon Saturn

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Re: Rayman 2
Nice find!
Vive Rayman et les prunes !
o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o

It's time to Rock 'n' Run!
o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o

It's time to Rock 'n' Run!
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PluMGMK

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Re: Rayman 2
Oh wow… It's not just the Sanctuary of Stone and Fire tune that's based on that sample then – I'm pretty sure the Hall of Doors theme has it too, but more embellished:
Not sure how to describe it, but that Hall of Doors theme always felt kinda "universal" to me, as if it went way beyond Rayman – I guess this might be the real reason!
Not sure how to describe it, but that Hall of Doors theme always felt kinda "universal" to me, as if it went way beyond Rayman – I guess this might be the real reason!

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Hunchman801

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Flat Earth Society

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Re: Rayman 2
Impressive work!NGPlus wrote: ↑Mon Jul 12, 2021 11:47 am I had an idea to try to beat Rayman 2 Revolution Without Hovering, and it ended up being an absolute journey! I had documented my journey in this video if you're interested. Someone on r/Rayman suggested I post this here![]()
https://www.youtube.com/watch?v=BUO6YK7XUuc&t=1s
It's nice to learn about all of these tricks too.
As for the sample, nice find to both of you! I had no idea it was actually reused.
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Mortamon Saturn

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Re: Rayman 2
I thought about that too very recently. I’m amazed I’ve never truly noticed the similarity between both tracks until now. Crazy to think that Rayman 2’s main theme is actually mostly based on a sample that wasn’t used so uncommonly.PluMGMK wrote: ↑Sun Aug 01, 2021 10:50 pm Oh wow… It's not just the Sanctuary of Stone and Fire tune that's based on that sample then – I'm pretty sure the Hall of Doors theme has it too, but more embellished:
Not sure how to describe it, but that Hall of Doors theme always felt kinda "universal" to me, as if it went way beyond Rayman – I guess this might be the real reason!![]()
Vive Rayman et les prunes !
o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o

It's time to Rock 'n' Run!
o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o

It's time to Rock 'n' Run!
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PluMGMK

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Re: Rayman 2
I wonder is there a particular reason that the TSOSAF main theme is so similar to the Hall of Doors. After all, TSOSAF is also the only level that changes the "would you like to save the game?" screen in the Hall of Doors itself (from the usual spiralling waters to dark lava).

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Rayman 2 (gog version) crashes when loading woods of light
I know this problem has happened with other people before but just hear me out. So when I'm playing everything is fine up until the point when it loads up The Woods of Light. For some reason the game crashes when trying to load the woods of light and now the game will crash when trying to load razorbeard's airship basically stopping me from progressing any further than the intro cutscene. I've made a DEP exception for rayman 2 but that does nothing. I've reverted the DEP settings back to default and that did nothing. I've experimented with nglide settings but that wasn't working either. I even ran the game using DirectX but the crash kept occurring. I tried everything I knew but nothing was fixing the crashes. I'll post my pc specs here If thats the problem but I really don't know at this point. Im hoping to get some help cause I really want to play this game.
CPU: Intel(R) Core(TM) i5-5250U CPU @ 1.60Ghz
Memory: 4.0 GB DDR3
GPU: Intel(R) HD Graphics 6000
Operating System: Windows 10
(PS: Im using the 16:10 widescreen patch if that info is necessary.)
CPU: Intel(R) Core(TM) i5-5250U CPU @ 1.60Ghz
Memory: 4.0 GB DDR3
GPU: Intel(R) HD Graphics 6000
Operating System: Windows 10
(PS: Im using the 16:10 widescreen patch if that info is necessary.)
"Troublesome isn't it, and untidy too." - The Magician from Rayman
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PluMGMK

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Re: Rayman 2
Hello!
I guess the first question is, did you try it without the 16:10 patch?

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Re: Rayman 2
Yes but this time I got past the razorbeard airship section but the game will still crash when trying to load The Woods of Light.
–––
The problem is solved! Turns out all I had to do was set my DEP settings back to default. And the widescreen patch works too! But I'll be sure to let you guys know if there are anymore weird bugs.
Last edited by PluMGMK on Sun Aug 08, 2021 9:34 pm, edited 1 time in total.
Reason: Posts merged, please do not double-post
Reason: Posts merged, please do not double-post
"Troublesome isn't it, and untidy too." - The Magician from Rayman
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PluMGMK

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Re: Rayman 2
Great, glad you got it working! 
But it brings up an interesting point – why exactly does Rayman 2 jump into a non-code page, and only on certain levels?
But it brings up an interesting point – why exactly does Rayman 2 jump into a non-code page, and only on certain levels?

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Re: Rayman 2
viewtopic.php?t=27571 This guys says why the bug occurs. No one has made a patch for it yet but he left the info there so someone that has the technical knowledge can make a patch for it.
"Troublesome isn't it, and untidy too." - The Magician from Rayman
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PluMGMK

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Re: Rayman 2
So it jumps to 0x02fffdd8? Still don't know why it does that though 

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Re: Rayman 2
Yeah me neither my best theory is that Windows Data Execution Protection stops Rayman 2 from getting the level data even if you run the game as administrator. So the game doesn't know what to do and crashes. But that's just my theory.
"Troublesome isn't it, and untidy too." - The Magician from Rayman
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hoodlumsworld

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Re: Rayman 2
I recently found this old interview of Michel Ancel dating from the development of Rayman 2. As is customary, it seems that a lot of stuff was scrapped in the final game, or never developed at all.


Transcript:
Transcript:
Q64 recently had a chance to meet the man behind Rayman 2, Michel Ancel, at Ubi Soft's Montpellier, France, studio. We spoke about many gameplay issues, and more importantly, what Rayman 2 will be all about.
Q64 — How will you let game players know what kind of moves your Rayman can perform?
MA — There's a learning map at the start of the game, and the player can't move on to the gane itself if he hasn't mastered all the movements, as well as Rayman's first skills and powers. As soon as he is more at ease with the character (the controls are really intuitive), he leaves the map and the adventure can begin. If he doesn't succeed after 5 minutes, a virus is automatically generated which erases the hard disk and socks him one as an extra bonus. But seriously, the map is really simple.
Q64 — Is an analog stick vital for 3D platform games?
MA — When the controls are similar to Mario or Banjo, we think it's really useful. We opted for it with Rayman 2. Player reactions are really put to the test in Rayman 2, and the analog stick is a real comfort for the player. But of course it's possible to play Rayman 2 with a pad and without a stick, as well as on the keyboard in the PC version. Anyway. we think the analog stick introduces a really sexy element into 3D games.
Q64 — How will you keep players working through your game?
MA — The basic principle of Rayman 2 is to force the player to move quickly through the maps. Speed and intensity are at the root of Rayman 2. This makes it really different from all the other 3D games where the player can spend hours wandering through immense worlds where there is nothing for him to do except admire the scenery. In Rayman 2, the player hasn't a second to waste because everything keeps collapsing behind him, because he is riding this strange animal or because he is pressed for time, lack of oxygen or strong winds.
Q64 — Can adding new skills seem like a token gesture? What interesting skills will you be implementing in Rayman 2?
MA — Giving the hero new skills in the course of the game isn't an essential phase, but it adds a lot of depth to action and adventure games. The player derives positive pleasure from revisiting universes and discovering hidden doors and levels that were inaccessible until he acquired some special power. He can then enjoy the beauty of the universe, the special effects, all the details he couldn't appreciate first time round because he was driven by the tension and intensity of the game.
Compared to his first incarnation, Rayman has became a veritable athlete: he jumps every which way, rolls about the place and somersaults, flies a helicopter, climbs trees and walls, swings from nets over precipices, underwater (and does a good job of it too!). He also rides strange beasts that take him through the maps at incredible speeds. Besides. his projectile has acquired lots of different uses: not only is it a veritable weapon that he can use to strafe the enemy but it is also a grapnel, a lasso and even as a rather special means of transport (but enough said about that).
Q64 — Will you base level progression on a series of courses (like most 2D games) or on open-ended worlds? What led to your decision?
MA — We were determined to avoid the major shortcoming of 3D which, if the worlds are too open, leads to a slack game where, even if the immersion is successful, the player isn't really sure what he's supposed to be doing because the action plods along too slowly. With Rayman 2, we hope that the player will very rarely have time to wonder what he's supposed to be doing. There are some very open passages with magnificent perspectives, then tighter pathways which are therefore more intuitive and better paced, before again leading to incredible panoramas.
Q64 — What has been the biggest difficulty in designing a camera for your game?
MA — I think we had the same difficulties as everyone else. At each moment in the game, we asked ourselves what the camera was to show the player: where to go, who to fight, where enemy shots are coming from, etc. Then it's up to us to place the camera correctly, it's just a question of work. One of the many challenges of the game was to make a very "director's cut" type of game. There are therefore very many different cameras which are used in a very studied manner in all the delicate passages of the game.
Q64 — Does the design of your camera dictate level design? For instance, tight claustrophobic levels are somewhat prohibited by the fact that cameras can't pan out as like in open spaces — unless walls are removed as in Mario 64's rope-bridges.
MA — This didn't really bother us. Of course the artists who created the levels graphically were careful not to construct scenes so tightly that the camera couldn't move about. But in reality this wasn't really a major constraint because the game designers or level directors, who are in charge of cameras and maps, can always switch to the standard game camera: either a fixed high-angle side view, or a low-angle shot. There is a great range of freedom and the work is almost comparable to directing a film, except that it's interactive too!
Q64 — What have you retained from 2D platform games and why?
MA — Some golden rules that remain valid for all games, therefore for 3D action games. These rules can be summed up in 4 words: SPEED (all the ingredients that force the player to keep constantly moving), TIMING (all the ingredients that require the player to move at the right time), PRECISION (in shooting, moving about, jumping) and RESOURCEFULNESS.
Q64 — And lastly, what would be your '3 Golden Rules' of 3D game design?
MA — As many actions as possible for the hero. Clear objectives for the player. Pacing, pacing and more pacing. To sum it up, the player shouldn't have to find the action, the action must come to the player.



