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Revision as of 20:36, 3 March 2014

The Pirates have cluttered the environment with switches which activate strange machines and open various doors. To make it work, just shoot at it.
Shoot on the switches, you will open hidden passages... or move the environment to stop your opponent.
—Manual, Rayman M
A very handy binary tool. It can be used to do just about anything, except – perhaps – turn the lights down low. It’s far too smart. You need a dimmer switch to do that.
—In-game description, Rayman 3: Hoodlum Havoc

Switches are electrical components which trigger various mechanisms that can be used to progress through levels in the series, they often are seen to open doors or activate platforms which Rayman can then use to traverse across areas that he could not otherwise.

In Rayman 1

A switch used to manipulate the path of the flying saucer

Switches form an important part of Joe the Extra-Terrestrial's underground flying saucer network. These switches change the direction of the flying saucers which move along the wires on which they are found. They resemble levers and any failure by Rayman to punch them quickly enough will often result in him being caught into a trap. They are found only in the Caves of Skops.

In Rayman 2: The Great Escape and its remakes

Rayman comes across a switch in the Fairy Glade, at an early point in Rayman 2.

Switches created by the Robo-Pirates are commonly found in their fortresses, ships and other installations. These switches are quite large, with a red lever and a bulb on the top which lights up when the switch has been hit. There is also a switch that looks exactly same as regular switches, except this one has a yellow lever and can be activated by stepping on them. In other areas, such as the Marshes of Awakening, The Iron Mountains and The Prison Ship, switches can be seen where the lever is yellow as opposed to red, these switches tend to require being ran over by Shell, or by water-skiing with Ssssam.

There are also timed switches in the shape of a circular red button, which when activated, glow red and start ticking, these will temporarily enable or disable a mechanism for a set amount of time, as such, quick timing is key in order to progress.

In the Sanctuary of Rock and Lava, triangular shaped switches appear with similar behaviour to the circular red switches, they will not keep their mechanism open for long. However, unlike mechanisms controlled by the circular red switches, the mechanism the triangle switch is controlling will slowly recede until fully deactivated, as opposed to remaining on for the allotted time, then immediately switching off when time runs out.

The Game Boy Color adaptation also features switches, which are used to disable electrical barriers that prevent Rayman from progressing.


An activated timed switch, located in The Bayou
An deactivated timed switch, located in The Echoing Caves

In Rayman M,Rayman Arena and Rayman Rush

File:OnandOn-MenuPic-RaymanM.JPG
All the switches of Rayman M, as shown in On and On's menu

In Rayman M, Switches are square-shaped and bear images of Robo-Pirate heads (Expert and Extreme Bonus leagues), spiders (Beginner League) and piranhas (Advanced League), and come in two colours: red and green. They can be used to open secret passageways, open traps or change the nature of the race track to hinder opponents.

In Rayman Arena, switches appear in the form of large red buttons, which turn green when activated.

In Rayman Rush, all switches have an image of the Robo-Pirate head, and are green in colour.

In Rayman 3

In Rayman 3: Hoodlum Havoc, switches come in different forms; for example, some are activated by the pressure of Rayman's feet when he stands on them, and some are activated by being punched, much like the switches in the previous games. The switches and their mechanisms which appear in this game originate either from local inhabitants or the Hoodlums.

Notable switches which appear in Rayman 3 are:

  • In the second level of The Fairy Council, a pressure switch is encountered that controls a door which does not conceal any entrance. This pressure switch will be active for a set amount of time, in which the door is closed, this is used to catch up to a terrified Globox, who took Rayman's hands.
  • In the fifth level of The Fairy Council, a pressure switch is hidden atop a hidden path in the chamber of the Heart of the World, it will open a concealed door leading to a secret room with plenty of gems.
  • In the Clearleaf Stadium, Rayman will need to step over three out of five active switches in turn to spawn a Shock Rocket power-up. The currently active switch will light up and must be reached in time, or the sequence will reset and he will need to step over a new set of three.
  • In the Land of the Livid Dead, there are two hidden switches in the ceiling of Roméo Patti's office, when activated, a panel will open up, giving access to some previously concealed gems.
  • In the Desert of the Knaaren, Rayman must place Zombie Chicken eggs on pressure switches to keep them open, these switches tend to control doors, which Rayman will need to pass through to progress.
  • In the Chamber of the Leptys, there is a pressure switch which only the Knaaren can activate, they must be lured towards the switch and step over it, after which, the switch is activated permanently. This switch controls a set of platforms, which Rayman will need to use to then ascend to the chamber's exit.
  • In the Longest Shortcut, there are many pressure switches that control various mechanisms, be they platforms or doors. Each level in this area has a switch with a crown icon on it, these switches require for Rayman to have collected each crown scattered in the level, which will then open up a door to the next level. Other switches act like the timer switches from Rayman 2, keeping mechanisms active over a certain set of time. Some pressure switches which are connected to a set of doors will have them close sequentially over time until all are closed.
  • In the first level of the Hoodlum Headquarters, there is a pair of switches which Rayman and Globox will need to activate simultaneously to raise a gate.
  • In the second level of The Tower of the Leptys, there is a cage placed behind iron bars, which retract for a short amount of time when a pressure switch is activated, once the switch has been activated, Rayman must quickly use the Shock Rocket placed next to the switch, and hit the cage before the bars raise.

Levers can also be seen in Rayman 3, but are far less common than switches. Appearing only in the four hoodlum overrun worlds, they appear to have been manufactured by them, except for those in the Tower of the Leptys, which are more likely to have been manufactured by the Knaaren. Activating a lever yields 30 points.

Notable levers include:

  • In the third level of Clearleaf Forest, there is a hidden lever that can only be activated via Shock Rocket and opens a door revealing some gems.
  • In the second level of the Hoodlum Headquarters, there is a lever that also can only be hit by a Shock Rocket, but will immediately be deactivated by a nearby Hoodmonger unless it has already been defeated.
  • In the second level of The Tower of the Leptys, there is a lever hidden behind a fortified wooden door, in order to access the lever, a fully charged Heavy Metal Fist must be used to break the door. The lever itself will cause a statue of a Knaaren to rotate, revealing another statue with a Green Gem to collect.
A pressure switch outside the Fairy Council
A wall switch outside the Fairy Council
A hidden pressure switch in the chamber of the Heart of the World
A wall switch in Clearleaf Forest
A hidden lever in Clearleaf Forest
Another lever in Clearleaf Forest
The switches in Clearleaf Stadium
A wall switch in The Land of the Livid Dead
A hidden switch in Roméo Patti's office
A pressure switch in the Desert of the Knaaren which requires a Zombie Chicken egg to be placed atop it to remain active.
A pressure switch that can only be activated by the Knaaren, located in the Chamber of Leptys
A pressure switch in The Longest Shortcut
A wall switch in The Longest Shortcut
A special pressure switch that will open only when Rayman has collected enough crowns, exclusive to The Longest Shortcut
A wall switch in the Hoodlum Headquarters
One of the pair of pressure switches Rayman and Globox must activate simultaneously, located in the Hoodlum Headquarters
A lever in the Hoodlum Headquarters
This switch from the Tower of the Leptys will cause iron bars that cover a cage to temporarily retract, a nearby Shock Rocket must be used to break the cage before the iron bars rise once again
A lever in the Tower of the Leptys


In Rayman Origins

This article or section needs to be rewritten and/or expanded.

In Rayman Legends

This article or section needs to be rewritten and/or expanded.

Categort:Articles requiring expansion