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Rayman 2: The Great Escape
Rayman 2: The Great Escape
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Rayman 2: The Great Escape
PC cover art
DevelopersUbi Pictures
Ubi Studios (GBC)
PublisherUbi Soft
DirectorMichel Ancel
ProducersArnaud Carrette (DC)
Pauline Jacquey (N64)
DesignersChristophe Tribaut (DC)
Jean-Christophe Guyot
Serge Hascoët
ProgrammersYann Le Tensorer (N64, PC)
Fabien Bole-Feysot (DC)
Artists
  • Michel Ancel
  • Florent Sacre
  • Paul Tumelaire
WritersDavid Neiss
Michel Ancel
ComposersEric Chevalier
Daniel Masson (N64)
SeriesRayman
EngineRenderWare (PS2)
Platforms
Release
29 October 1999
  • Nintendo 64
    • EU: 29 October 1999
    • NA: 9 November 1999
    • AU: 22 November 1999[1]
    Windows
    • EU: 29 October 1999
    • NA: 4 November 1999
    Dreamcast
    • EU: 16 March 2000
    • NA: 21 March 2000
    • JP: 23 March 2000
    • AU: 7 April 2000[2]
    PlayStation
    • EU: 8 September 2000
    • NA: 16 September 2000
    • AU: 2000
    PlayStation 2
    • EU: 22 December 2000
    • NA: 30 January 2001
    Game Boy Color
    • EU: 14 December 2001
    • NA: 1 January 2002
    Nintendo DS
    • EU: 11 March 2005
    • NA: 28 March 2005
    • AU: March 2005
    iOS
    • WW: 1 March 2010
    Nintendo 3DS
    • EU: 25 March 2011
    • NA: 27 March 2011
    • AU: 31 March 2011
GenresPlatform, action-adventure
ModeSingle-player

Rayman 2: The Great Escape is a 1999 platform game developed by Ubi Pictures and published by Ubi Soft for the Nintendo 64, Windows, Dreamcast and PlayStation. The game centers on the titular character Rayman, who is tasked with saving the fantastical land of the Fairy Glade from an army of robotic pirates led by Admiral Razorbeard.

An enhanced port titled Rayman Revolution[b] was developed by Ubi Soft Annecy for the PlayStation 2. An alternative remake known as Rayman 2 Forever was developed by Ubi Studios for the Game Boy Color. Rayman 2 was critically acclaimed for its gameplay, graphics and accessibility.

Gameplay

[edit]
Screenshot of the Fairy Glade, the second level of the game

Rayman 2: The Great Escape is a 3D platformer which is played from a third-person perspective and allows the player control over the camera,[3] though in some situations this control is limited to only certain angles. At several points in the game the player loses control during cutscenes, which typically show dialogue between characters.

By collecting lums (small bodies, or shards of magical energy), the player unlocks more information about the game world and its back story, which can be read by standing still and pressing a specific button for some time. Some back story is also obtained through (optional) instructions from Murfy, a "flying encyclopaedia" who provides explanations on all kinds of gameplay elements.

In contrast to its predecessor, which was a 2D platformer, Rayman 2 is a 3D platformer. The player navigates through a mostly linear sequence of levels, fighting enemy Robo-Pirates, solving puzzles and collecting lums. Collecting enough lums gains the player access to new parts of the world. Part of the lums are hidden in small cages, in which other freedom fighters or Teensies are imprisoned, and can be obtained by breaking the cages.

Rayman starts the game with minimal abilities, and he can gain more abilities as the game progresses. The main weapon available in the game is Rayman's fist, with which energy orbs can be shot. Eventually, the orbs can be charged before shooting them, making them more powerful. Rayman can also enter a strafing stance which allows him to easily aim orbs whilst avoiding enemy attacks. Rayman later gains the ability to swing over large gaps using Purple Lums. Rayman is also able to use his helicopter hair to slow his descent while jumping, with some segments later in the game allowing him to fly with his hair. There are also various items Rayman can use throughout the game, such as explosive barrels he can throw, giant plums he can ride on to carry him across dangerous surfaces, and rockets he must ride on to access new areas.

In addition to the main, story-based level sequence, there are also several levels in which the player can gain bonuses in a time trial. Additionally, by collecting all lums and breaking all cages in a level, the player unlocks a bonus level in which one of Globox's children races against a robot pirate. When the player controlling the child wins the race, Rayman gains health or a powerup.

Plot

[edit]
In this cutscene, Rayman gives one of the four masks to Polokus.

The Glade of Dreams is invaded by the Robo-Pirates, led by Admiral Razorbeard, with the intent to conquer and enslave. The crisis prompts volunteers, including Rayman and his friend Globox, to form resistance groups. Rayman and Globox confront an army of robots. Rayman battles valiantly with energy spheres, while Globox, despite his fear, aids by creating rain to rust the robots. However, a telepathic message from Ly the Fairy reveals devastating news: the pirates have destroyed the Primordial Core, scattering the world's energy, and have captured most of the warriors. This loss strips Rayman of his powers, leading to his capture. As Razorbeard gloats, Rayman urges Globox to escape and find Ly, defiantly vowing to resist.

Imprisoned aboard the pirate ship Buccaneer, Rayman despairs over his lost powers until Globox delivers a Silver Lum from Ly, restoring his abilities. Rayman escapes through a pipe, but a collision with Globox sends them plummeting. Landing in the Woods of Light and separated from Globox, Rayman learns from Globox’s children that Ly has been captured. The four Teensie Kings inform him that Ly is held in the Fairy Glade’s Robo-Pirate fortress. Rayman rescues Ly, who reveals that Polokus, the world’s spirit, can restore his full powers if Rayman collects four magical masks. After Ly transfers her remaining power to him and vanishes, Rayman frees Ssssam the Swamp Snake, who reveals Globox’s recapture.

Rayman’s quest for the masks begins at the Sanctuary of Water and Ice, where he defeats the guardian Axel to claim the first mask. In Polokus’s realm, the spirit promises to awaken and aid Rayman once all masks are gathered. In the Menhir Hills, Rayman finds the warrior Clark, weakened from swallowing a Robo-Pirate. To heal him, Rayman enters the Cave of Bad Dreams, surviving pursuit by the guardian Jano. Rejecting a treasure of gold, Rayman chooses the Elixir of Life, curing Clark. In the Canopy, Rayman frees Globox, who provides another Silver Lum. Carmen the whale guides Rayman through Whale Bay to the Sanctuary of Stone and Fire, where the guardian Umber helps him secure the second mask. Rayman defeats the guardian Foutch in the Sanctuary of Rock and Lava for the third mask. In the Iron Mountains, Globox’s wife Uglette reveals Globox’s re-imprisonment on the Buccaneer and their children’s enslavement in the mines. Rayman rescues the children, one of whom found the fourth mask. With all masks united, Polokus awakens, destroying the pirates’ land fortresses but leaving the Buccaneer to Rayman.

Aboard the ship, Razorbeard acquires the Grolgoth, a formidable mecha, for a final showdown. Rayman frees the prisoners and confronts Razorbeard in the crow’s nest, where Globox is held hostage. The battle intensifies as the deck collapses, plunging Rayman toward a lava-filled furnace. Ly’s timely Silver Lum saves him, and she urges him to defeat Razorbeard. In an airborne clash, Rayman knocks the Grolgoth into the lava. Razorbeard escapes in a small craft, triggering the Grolgoth’s self-destruct, obliterating the Buccaneer. Rayman’s friends, mourning his apparent death after finding only his foot, are overjoyed when he emerges, injured but alive, on a crutch.

Development

[edit]

Rayman 2 was originally conceptualised as a sidescrolling 2D platformer, like the first game.[4][5] Development on the prototype began in early 1996 with a team of six people[6] and a budget of 10 million francs.[7] It was slated to be released on the PlayStation, Sega Saturn, and Windows in the fourth quarter of that year.[4] The prototype of Rayman 2 featured some usage of prerendered bitmaps of 3D computer models, differing from the hand-drawn presentation of its predecessor.[5][8] The PC was the original lead platform, but it was switched to the Nintendo 64 mid-development, necessitating reducing the quality of the textures.[6][9] The Dreamcast version uses the original high-quality textures.[6] The art design was inspired by the works of Hayao Miyazaki and Tex Avery, and was made to give the game's world a sense of mythology.[6][10]

Release

[edit]

Rayman 2: The Great Escape was first released for the Nintendo 64 in Europe on 29 October 1999, and in North America on 9 November 1999.[11][12][13] The Nintendo 64 version is compatible with the Expansion Pak, which allows the game to be played in a higher resolution. Unlike other versions of the game, the soundtrack is played in a MIDI format.

The Windows version was released in Europe on 29 October 1999, and in North America on 4 November 1999.[11][14] Compared to the Nintendo 64 version, it features more detailed graphics and a 22 kHz soundtrack.

The Dreamcast version was released in Europe on 16 March 2000, followed by North America on 21 March 2000 and Japan on 23 March 2000.[15][16][17] It is similar to the Windows version, but certain environments and the final battle have been modified and bonus mini-games were added.

The PlayStation version, developed by Ubi Soft Shanghai, was released in Europe on 8 September 2000, and in North America on 16 September 2000.[18] The graphics were downgraded, the game has a new layout within its levels (some hidden areas having been removed), the world map is constructed slightly differently and the game contains a bonus prototype of an early 2D version of the game.

The PlayStation 2 version, titled Rayman Revolution and developed by Ubi Soft Annecy, was a launch title for the console's European release. Rayman Revolution features improved graphics over the Windows and Dreamcast versions, as well as new and modified levels.

The Nintendo DS version, titled Rayman DS released in Europe as a launch title for the handheld on 11 March 2005, followed by North America on 28 March 2005. It is a port of the Nintendo 64 version.

The iOS version was released on 1 March 2010, and the Nintendo 3DS version, titled Rayman 3D, released as a launch title for the handheld in 2011.[19] They are ports of the Dreamcast version, albeit with the bonus mini-games removed.

Reception

[edit]

Rayman 2 received critical acclaim upon release, with the Windows version receiving a silver sales award from Entertainment and Leisure Software Publishers Association.[72]

Jeff Lundrigan for Next Generation reviewed the Nintendo 64 version of the game for and stated that "with its cute character designs and slick, polished gameplay, Rayman 2 is one of the few titles that can honestly claim to have something to offer any gamer of any age or skill."[73] IGN writer Brandon Justice praised it as "the most impressive feat of game design and execution the platforming genre has ever seen" and recommend players to forget about Super Mario 64, Banjo-Kazooie and Crash Bandicoot.[74]

Many writers of Game Informer praised the game as a "gorgeous" game in which pays homage to Banjo-Kazooie and calling it best Nintendo 64 game because of it camera and control system in which one of the writers Jay wrote how there times when the game looked brilliantly such as "helicoptering down a long chute or skiing behind a sea monster."[39] Stuart Clarke of the Sydney Morning Herald appreciated that the graphics are "lush and beautiful" which was helped by the Nintendo 64 Expansion Pak or a "good" PC 3-D accelerator card.[75]

He also reviewed the Dreamcast version and stated that "just go out and buy it. You won't be disappointed."[76] The reception for Rayman DS was mixed or average, IGN writer Craig Harris citing graphical flaws and camera problems. While it did support controlling the game via the touchpad, this was regarded as both "sloppy and awkward,"[77] GameSpot writer Provo Frank criticize that it has made numerous graphical issues that often interfere with gameplay.[78]

Rayman 2 is occasionally included in "greatest video games" lists by video game publications, with IGN calling it "a demonstration of what the modern platform game could be -- smart, fast and challenging."[79][80] It was ranked number six on Nintendo Life's 2024 list of the best Nintendo 64 platformers which writers described it as "a very strong 3D platformer from a time when you couldn't move for them" and they indicates that the Rayman series make "the jump from 2D in a colourful adventure" that have everything the player could want from the platformer genre.[81]

Accolades

[edit]

Rayman 2 was nominated for personal computer action game of the year award by GameSpot in 1999.[82] The Dreamcast version was a runner-up for GameSpot's annual best platform game award.[83] During the 4th Annual Interactive Achievement Awards, the Academy of Interactive Arts & Sciences nominated Rayman 2 in the categories of "Game of the Year", "Console Game of the Year", "Console Action/Adventure", "Animation", and "Game Design".[84] Rayman Revolution was a runner-up for GameSpot's annual best platform game award.[85]

Notes

[edit]

References

[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Rayman 2: The Great Escape is a platform video game developed by and published by , initially released in 1999 for the and Microsoft Windows, with ports including the in 2000. It serves as the sequel to the 1995 game and marks the series' transition to full three-dimensional gameplay, departing from the original's 2D side-scrolling format. In the story, set in the fantastical Glade of Dreams, the limbless hero escapes captivity alongside his friend Globox after their world is invaded and its inhabitants enslaved by a horde of robot pirates commanded by the tyrannical Admiral Razorbeard. To liberate his friends and repel the invaders, embarks on a quest to collect 1000 yellow and four ancient magical that will awaken Polokus, the guardian spirit of the Glade, ultimately leading to a climactic confrontation with Razorbeard's massive , the . The game's gameplay emphasizes exploration in expansive, interconnected 3D environments across seven distinct worlds, such as the lush Forest of Light and the mechanical Pirate Armada, where players navigate using 's abilities including -like hair propulsion for gliding, telescoping fist punches to attack enemies or grapple distant objects, and later-acquired powers like super spins and energy spheres. Collectibles like the not only unlock progression through hub areas but also serve as health pickups, while hidden cages containing enslaved characters add side objectives that contribute to the narrative and replay value. Unlike linear platformers of the era, Rayman 2 incorporates light puzzle-solving, vehicle sections (e.g., riding shell creatures or piloting a walking tree), and boss battles, all rendered with vibrant, hand-drawn cel-shaded visuals that enhance its whimsical yet perilous atmosphere. Critically acclaimed upon release, Rayman 2: The Great Escape earned an average score of 82% from 109 critic reviews, praised for its innovative level design, fluid controls, and immersive soundtrack composed by Eric Chevalier, which blends orchestral and ethnic influences to evoke the Glade's magical essence. It received high marks from outlets like (9.6/10 for the version) for setting a new standard in 3D platforming with its seamless integration of action, adventure, and humor, often compared favorably to contemporaries like . The game has been ported and remastered multiple times, including enhanced versions for , , and modern PCs via Ubisoft's digital store as of 2025, ensuring its enduring legacy as a of the platform genre.

Gameplay

Mechanics and controls

Rayman 2: The Great Escape is a third-person 3D that emphasizes fluid navigation through expansive, interconnected environments using precise controls tailored to each platform. Players maneuver with the on and versions for nuanced movement, including running, sidestepping with the Z-trigger or equivalent, and in water sections by directing with the stick while surfacing or diving as needed. On PC, keyboard arrows or WASD handle direction, with or key bindings for camera adjustments, ensuring across hardware. The camera, controllable via C-buttons on N64 or dedicated keys on PC, allows free rotation and first-person views to aid and targeting. Core platforming revolves around jumping with the A button or spacebar, which propels Rayman to ledges, walls for climbing (by jumping toward nets or surfaces to grab and ascend), and gaps. In mid-air, activating the helicopter hair ability—by pressing the jump button again—spins Rayman's hair like a propeller to slow descent and glide over distances, with the Z-button stabilizing flight direction for controlled hovering. Combat integrates seamlessly via the B button or spacebar to launch energy orbs from Rayman's fist as a primary ranged attack; holding the button charges for more powerful shots against enemies like Robo-Pirates. Grabbing purple Lums with the energy shot allows swinging across chasms, releasing with a jump for momentum-based traversal. These mechanics encourage non-linear exploration rather than strict linearity, rewarding players for discovering hidden paths and optional challenges. As progresses, he acquires upgradeable powers that expand traversal and combat options. The power fist, obtained early via a Silver Lum, enhances energy orb damage and range, but depletes after three hits or damage instances, reverting to standard until recharged. Later, the super helicopter, a permanent granted by a Silver Lum, enables full powered flight instead of mere gliding, allowing access to elevated areas and shortcuts. These abilities tie into the , where has no traditional lives but restarts at green Lum checkpoints upon depletion; health is represented by a life bar extended every 10 broken cages, with red Lums serving as energy pods to restore segments mid-level. There are 80 such cages scattered throughout the worlds, each containing five imprisoned inhabitants including Teensies. Yellow Lums, briefly referenced as fuel for powering up the fist, also support advancement without dictating linear collection.

Levels and collectibles

Rayman 2: The Great Escape employs a hub-based world structure centered around the Fairy Glade, a peaceful starting area that serves as the main navigation point for accessing other regions via four ancient that Rayman activates to open pathways. Progression is further gated by collecting these four from world bosses to activate hub pathways. From this central hub, the game branches into six primary worlds: the lush Woods of Light, the foggy Marshes of Awakening, the swampy , the frozen Sanctuary of Water and Ice, the rocky Menhir Hills, and pirate-themed factory areas inspired by the era. These worlds contain linear yet explorative levels designed for platforming and puzzle-solving, totaling 22 main areas alongside bonus levels such as the Walk of Life and Cave of Bad Dreams. Progression across the worlds is gated by key collectibles, requiring players to gather sufficient —floating energy orbs that restore health and power the Heart of the World to confront the final threat, with all 1000 needed for full completion—and free every inhabitant from the 80 scattered cages to achieve the maximum health of nine life bar segments. The cages, often hidden behind environmental puzzles or combat sequences, primarily imprison diminutive magical Teensies who provide guidance upon release, demanding creative problem-solving like timing jumps or using temporary allies. Several key areas culminate in boss encounters with unique mechanics. For instance, in the Sanctuary of Water and Ice, Rayman battles Axel, the guardian of the first mask. The fight involves swinging across a series of purple lums to avoid icicle attacks from Axel, then jumping off the last lum to shoot a stalagmite above, causing it to drop onto Axel and freeze him for damage, defeating him in a single hit. Similarly, underneath the Sanctuary of Rock and Lava, players face Foutch, the guardian of the third mask. Rayman must dodge horizontal and vertical fire blazes while using spider webs to position himself and shoot stalagmites, dropping them onto Foutch's head to deal damage. This is repeated three times to win the encounter.

Plot

Setting and characters

The Glade of Dreams serves as the primary setting for Rayman 2: The Great Escape, depicted as a vibrant, magical realm inhabited by fantastical creatures and lush, diverse landscapes ranging from ancient forests and swamps to mystical caves and floating islands. This whimsical world, governed by ethereal forces and the god-like entity Polokus, embodies harmony and wonder until disrupted by an external invasion. The invasion comes from robotic Pirates originating from another dimension, who arrive via their massive airship, the , and impose industrial, mechanical strongholds that starkly contrast the organic, enchanted environments of the Glade. These pirate bases, filled with gears, cannons, and slave labor camps, symbolize technological oppression against the Glade's natural magic. Rayman, the limbless protagonist of unknown origin, is a heroic figure native to the Glade of Dreams, distinguished by his floating body parts connected through magical energy that allows him to extend his hands and hair like a for propulsion. His design emphasizes agility and whimsy, reflecting the Glade's fantastical essence. Accompanying Rayman is Globox, his loyal, frog-like best friend characterized by his large, blue, amphibious form, clumsy demeanor, and ability to swallow objects or enemies, often providing comic relief and practical aid. Ly the Fairy acts as a benevolent guide and protector of the Glade, a ethereal being who bestows Rayman with essential powers, such as energy fist projectiles, and offers telepathic counsel to navigate the invasion's perils. The Teensies, diminutive, elderly, and wise inhabitants of the Glade, serve as imprisoned allies; these robed, bearded creatures are captured by but, once liberated, provide crucial lore and assistance, representing the vulnerable yet resilient spirit of the realm. Opposing the heroes is Admiral Razorbeard, the ruthless, cybernetic pirate commander with a jagged metal beard and commanding presence, who orchestrates the from the to conquer and exploit the Glade for its resources and inhabitants. His forces include varied Robo-Pirate minions—mechanical soldiers armed with cutlasses, blunderbusses, or cannons—designed with pirate aesthetics fused to robotic durability, patrolling the invaded territories. Notable henchmen, such as the Guardian of the Cave, a massive, hulking construct blocking key paths, embody the Pirates' brute enforcement tactics. Integral to the Glade's lore are the Four Masks of Polokus, ancient artifacts forged by the slumbering deity Polokus before his departure from the world; each mask embodies one of the four classical elements—air, water, earth, and fire—and is concealed in sacred sanctuaries, serving as powerful relics capable of awakening Polokus to restore balance against the Pirate threat.

Story summary

The story of Rayman 2: The Great Escape begins with an invasion of the Glade of Dreams by a fleet of ruthless Robo-Pirates commanded by the tyrannical Admiral Razorbeard. The pirates capture and enslave the land's inhabitants, including the Teensies, Lums, and Rayman's companions, while shattering the Heart of the World—a mystical source of life and energy—their attack disperses its vital force across the Glade in the form of 1,000 yellow Lums. Rayman, the limbless hero of the Glade, is knocked unconscious during the assault and imprisoned aboard the pirates' massive Prison Ship, separated from his friends Globox and the fairy Ly. Awakening in captivity, Rayman reunites with Globox, who has swallowed a silver Lum entrusted to him by the imprisoned Ly, temporarily restoring Rayman's lost powers. Together, they escape the Prison Ship by fighting through its corridors and plummeting to the surface below in a key cutscene that sets Rayman on his quest. Rayman then traverses diverse worlds such as the Woods of Light, the Marshes of Awakening, and the Bayou, rescuing Globox's family from pirate mines, freeing Ly from her watery prison, and liberating groups of Teensies who reveal clues about the pirates' conquest. Along the way, he collects the scattered yellow Lums to power ancient mechanisms, confronts elemental bosses guarding each mask in cutscenes depicting their defeats, and uncovers Razorbeard's scheme to use a forbidden Gilded Mask to conquer the universe. With the four masks assembled, Rayman channels their energy to awaken Polokus, the benevolent spirit of the Glade, who grants him the means to launch a counteroffensive. In the climax, Rayman assaults Razorbeard's flagship, the , navigating its treacherous decks in a series of intense sequences. He reaches the for a final confrontation inside Razorbeard's colossal Grolgoth , destroying it through strategic depicted in dramatic cutscenes. With the pirate fleet in ruins, Polokus emerges to obliterate the remaining invaders and restore harmony to the Glade, freeing all captives and mending the shattered Heart. However, during the end credits, a lingering threat is revealed as Razorbeard escapes into deep space aboard his pod, vowing future vengeance.

Development

Conception and design

Development of Rayman 2: The Great Escape began in 1996 under the direction of as a 2D side-scrolling sequel to the original , building on the limbless protagonist's established design and platforming mechanics. The initial prototype included unique features like directional punching and teleporting between screen layers, along with early level concepts distinct from the final game. However, the project was cancelled later that year amid the industry's rapid shift toward 3D gaming, exemplified by titles like and . By 1997, Ancel and the team revived the sequel in 3D to compete in the evolving genre, necessitating a complete redesign of Rayman's model to accommodate limbless in a . This transition prioritized a more narrative-driven experience over the original's level-based structure, with Ancel emphasizing emotional depth and surprises to enhance player involvement: "The goal is no longer to move from one level to another, but to write a story." Influences included childhood fairy tales from Russian, Chinese, and Japanese traditions, blended with contemporary styles like those of , to create a vibrant, whimsical world contrasting the invaders' mechanical pirate aesthetic. Design choices focused on accessibility for broader appeal, incorporating forgiving checkpoint systems via collectible to allow seamless progression after failures, while the core story revolved around gathering four elemental masks—representing water/ice, stone/earth, fire, and air—to Polokus and restore balance to the Glade of Dreams. This lore-integrated mechanic tied directly into the series' mythological foundations, providing a structured quest amid the pirate . Early 3D prototypes tested these elements, evolving the limbless hero's fluid, detached limb movements into intuitive 3D controls inspired by analog innovations in Super Mario 64, despite internal debates at over .

Production and technology

Rayman 2: The Great Escape was developed by , a studio based in , , with a team of approximately 53 people. The project spanned roughly three years, beginning in 1996 and concluding in 1999, marking 's first major 3D effort following the 2D original . The game was built using a custom 3D engine known as the CPA (Central Programming Architecture), later rebranded as OpenSpace, which supported seamless 3D worlds and was initially tested in the 1998 title . This engine enabled large, interconnected environments without loading screens, a key technical advancement for the era, though it required significant optimization for console hardware. For the version, developers faced challenges with the system's limited 4 MB RAM and cartridge storage, leading to compromises such as reduced texture resolution and occasional pop-in effects where low-resolution textures loaded late during gameplay. Voice acting was implemented in select versions, with the PlayStation and ports (the latter as Rayman 2 ) featuring full dialogue in multiple s, including English, French, and others, while the and PC releases used a nonsensical "" for characters to maintain a whimsical tone across regions. The was composed by Éric Chevalier, blending electronic samples, orchestral crescendos, tribal percussion, and rock influences to evoke the game's fantastical, adventurous atmosphere, with tracks like "The Woods of Light" highlighting dynamic shifts in mood and instrumentation. A beta was distributed in to select players via gaming magazines for playtesting, revealing early level designs and mechanics that differed from the final product. Development iterations addressed flow, culminating in the addition of the central hub world, the Hall of Doors, to better connect levels and improve progression pacing. Leaked and file analysis have since uncovered unused content, including early 2D assets from a cancelled phase, such as sprites and animations repurposed or left in bonus minigames accessible via hacks in the PlayStation version.

Release

Initial release

Rayman 2: The Great Escape was initially released for the and Windows platforms in late 1999. The version launched in on October 29, 1999, followed by its n release on November 8, 1999. The Windows version became available in on November 4, 1999, and in during 1999. The game was published worldwide by , which handled distribution across these initial platforms. It was positioned in marketing as a significant 3D advancement for the Rayman series, building on the 2D origins of the original game with expansive, colorful environments and innovative platforming. A playable demo was showcased at the in 1998, highlighting early elements and generating anticipation among attendees and media. Promotional materials, including box art, prominently featured the game's vibrant, fantastical worlds invaded by Razorbeard's robotic pirate forces, emphasizing themes of and liberation to appeal to fans of 3D platformers. Upon completion of development by , the title was handed over to Ubisoft's publishing division for global rollout. The initial releases saw solid performance, with the version alone shipping approximately 640,000 units worldwide in its lifetime, reflecting strong early interest. Subsequent core releases expanded to the Dreamcast on March 21, 2000, in North America, and the PlayStation in September 2000 across regions.

Ports and variants

Rayman Revolution, released for the PlayStation 2 in 2000, serves as an enhanced version of the original game, featuring expanded content such as additional levels, new mini-games, and a four-player co-op mode. This port, developed by Ubisoft Annecy, includes remastered visuals and improved performance at 60 frames per second, positioning it as a definitive edition among fans for its substantial additions that enrich the exploration and multiplayer elements. The version of 2, launched in 2000, introduced technical enhancements including native support and a consistent 60 FPS framerate, providing smoother gameplay compared to earlier releases on and PlayStation. These improvements, achieved through optimized rendering, made it a preferred choice for players seeking higher fidelity visuals and fluid motion on compatible hardware. Handheld adaptations began with Rayman 2 Forever for the Game Boy Color in 2001, which reimagined the game as a 2D side-scrolling platformer to suit the platform's limitations, incorporating simplified mechanics while retaining core story elements and collectibles. In 2005, Rayman DS for the Nintendo DS offered a faithful port of the Nintendo 64 version, with adaptations for touch controls that allowed stylus-based aiming and movement, though it maintained the original 3D structure across 45 levels. The Nintendo 3DS saw Rayman 3D in 2011, a stereoscopic 3D-enhanced port based on the Dreamcast edition, which utilized the system's glasses-free 3D display but suffered from occasional graphical glitches and frame rate dips. An port arrived in 2010, adapted from the version by , featuring simplified touch-based controls for mobile play while preserving the 3D platforming and level designs, though it omitted some advanced features to accommodate device hardware. The game has also appeared in various collections, including Classics compilations starting in 2005 for PC and later platforms, which bundle it with other titles for digital distribution, and occasional inclusions in bundles to highlight series heritage. In 2025, the fan project Rayman 2: Redreamed emerged as an unofficial PC remake, with a demo released featuring modernized , enhanced animations, and a full recreation of early levels like the Fairy Glade, developed by volunteer team New Dawn Games using contemporary tools for improved accessibility and visuals.

Reception

Critical reviews

Upon its release, Rayman 2: The Great Escape received widespread critical acclaim, particularly for its and versions, which earned aggregate scores of 90/100 and 93/100 on , respectively, based on dozens of reviews praising the game's seamless transition to 3D platforming. Critics highlighted the innovative adaptation of the original 2D mechanics into a fully explorable 3D world, with awarding the version a 9.6/10 and calling it "the most impressive feat of and execution the platforming genre has ever seen." The game's vibrant , orchestral soundtrack composed by Eric Chevalier, and inventive level design were frequently lauded, with giving the edition a 9.4/10 for its immersive environments and interactive elements that encouraged thorough exploration. However, some reviewers noted occasional camera issues in tighter spaces, which could disrupt navigation during precise platforming sequences. The PlayStation port faced more significant criticism, earning an aggregate of around 87% on contemporary sites due to frequent loading times and truncated levels that removed certain areas present in the N64 original, diminishing the sense of scale and continuity. The PlayStation 2 expansion Rayman 2: Revolution improved upon the base game with additional levels, a hub world, and enhanced visuals, resulting in a higher score of 90/100 and praise for its expanded content that added replayability without altering the core charm. In contrast, later handheld ports like Rayman DS ( 58/100) and Rayman 3D for ( 61/100) received mixed reviews, primarily due to control schemes ill-suited to touchscreens and analog sticks, alongside graphical downgrades and persistent camera problems. Retrospective analyses in the 2020s have reinforced the game's enduring appeal, commending its accessibility for newcomers, whimsical character designs, and timeless level variety that holds up against modern platformers.

Commercial success

Rayman 2: The Great Escape achieved notable commercial success, particularly in as Ubisoft's home market, where the game benefited from strong regional support and marketing. According to estimates from VGChartz, the game sold approximately 1 million units across all platforms by 2020. The Nintendo 64 version led platform sales with around 640,000 units shipped globally (estimates per VGChartz), including 220,000 in North America and 400,000 in Japan. The Dreamcast port, released amid intense console competition, contributed to the game's visibility on Sega's platform. The enhanced PlayStation 2 edition, titled Rayman Revolution, moved about 300,000 units worldwide (estimates per VGChartz), with significant portions in Japan (150,000) and North America (110,000). In the long term, the title contributed to the franchise's enduring popularity, with series-wide sales surpassing 10.5 million units by late 2001. Digital re-releases on platforms like and the have sustained interest, supporting Ubisoft's continued investment in 3D platforming titles within the series. Positive further drove initial sales momentum.

Awards and nominations

Rayman 2: The Great Escape received multiple nominations from prominent industry awards bodies, reflecting its critical recognition for design, visuals, and level craft. At the 4th Annual Interactive Achievement Awards in 2001, organized by the , the game earned five nominations: Console Game of the Year, Console Action/Adventure Game of the Year, Outstanding Achievement in Art/Graphics, Outstanding Achievement in , and Outstanding Achievement in Visual Engineering. The title was also nominated for Excellence in Level Design at the 1st Annual in 2001. Gaming publications further honored the game, with PC Player magazine naming it the Best Platformer of 1999 in its January 2000 issue. The version placed as runner-up for Game of the Year in Electronic Gaming Monthly's 1999 Gamers' Choice Awards, as announced in the magazine's March 2000 issue (Issue #128). The Dreamcast port was selected as Game of the Month by Electronic Gaming Monthly in its May 2000 issue (Issue #130), highlighting its platform-specific technical merits. Overall, the game accumulated more than 10 accolades and honors across categories such as art direction, visual engineering, music, and design from various trade shows and media outlets.

Legacy

Influence on the series and genre

Rayman 2: The Great Escape established the foundational 3D platforming formula for the Rayman series, shifting from the 2D side-scrolling of the original game to expansive, multi-level worlds with fluid movement mechanics like helicopter hair and energy-based powers. This approach directly informed Rayman 3: Hoodlum Havoc (2003), which retained the core 3D navigation, puzzle-platforming, and boss encounters while expanding on combat and level variety under Michel Ancel's advisory guidance. Hub worlds, introduced in enhanced ports like the PlayStation 2's Rayman Revolution, and collectible systems such as Yellow Lums and Teensy cages became recurring staples, appearing in varied forms across subsequent titles to encourage exploration and replayability. Characters introduced in Rayman 2, notably Globox as Rayman's loyal, comedic companion and Ly the Fairy as a guiding ally, achieved enduring prominence in the franchise. Globox recurs as a playable or supporting figure in Rayman 3, (2011), and (2013), embodying the series' whimsical humor and evolving from a to a central ensemble member. Ly similarly returns in Rayman 3's handheld versions and narrative callbacks, solidifying her role in restoring Rayman's abilities and advancing the lore. In the broader 3D platformer genre, emphasized non-violent, imaginative gameplay focused on environmental puzzles and lighthearted , distinguishing it from more combat-heavy contemporaries and appealing to a wide audience with its ESRB "Everyone" rating for mild animated violence. Its innovative level design and art direction, blending vibrant, hand-crafted worlds with accessible controls, served as a benchmark for family-oriented titles, influencing developers to prioritize whimsy over aggression. Notably, of cited as a key inspiration for (2005), particularly in crafting surreal, mind-bending environments and character-driven narratives within 3D spaces. This legacy positioned as a pivotal example of how 3D platformers could evolve beyond technical limitations to deliver emotionally resonant, genre-defining experiences.

Re-releases and fan projects

Rayman 2: The Great Escape is available digitally through the Store as part of their classics offerings, allowing modern PC players access to the original 1999 version with compatibility updates. The game also supports backward compatibility on and consoles, enabling owners of the original and PS2 discs to play enhanced versions on newer hardware without additional downloads. These re-releases maintain the core PC and console builds from the early 2000s, focusing on preservation rather than graphical overhauls. As of 2025, Rayman 2 is accessible via subscription services including on PC, consoles, and cloud platforms, which bundles it with other titles for streaming or download. The PS2-era port is available digitally on , but not confirmed in Ubisoft+ Classics on PS Plus as of November 2025. Rumors of its addition to persist amid the service's expansion of N64 library, but no official confirmation has occurred by November 2025. No official remaster or of Rayman 2 has been released by as of 2025, though the company announced exploration of the franchise's future tied to its 30th anniversary celebrations, with reports suggesting a separate project of the original Rayman targeting late 2026. In the absence of official updates, fan projects have filled the gap; Rayman 2: Redreamed, developed by New Dawn Games, is a fan-made PC recreating the game in a modern engine, with a demo featuring the Fairy Glade level released on September 1, 2025, via . The community has produced mods for the version, including texture upscales and level tools to facilitate record attempts, hosted on platforms like GameBanana. Preservation efforts by gaming communities emphasize version differences, such as audio dubs, hub world designs, and control schemes across PC, , and console ports, documented through compatibility fixes and emulation guides to long-term playability.

References

  1. https://strategywiki.org/wiki/Rayman_2:_The_Great_Escape/Controls
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