Switch

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

‘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.’Rayman 3, official description

A foot switch that can be activated exclusively by Knaarens

Switches are electrical components which trigger various mechanisms, permanently or temporarily.

In the original Rayman game, 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, 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. There are also timed switches that look like a circular red button and when activated, glow red and a ticking sound can be heard.

A switch as seen in the Land of the Livid Dead
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, spiders and piranhas, and come in two colours: red and green.

In Rayman 3: Hoodlum Havoc, swtiches 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. They also appear in the sidescrolling Game Boy Advance version, in which they are used to open gates.