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The second game starring everyone's favorite limbless hero was released in October 1999. Originally intended to be 2D like its predecessor, Rayman 2 is a 3D adventure where Rayman must save the world from Razorbeard and the Robo Pirates while waterskiing and riding magic fruit through lava. It was re-released on the PS2 as Rayman Revolutions and on the DS as Rayman DS.


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2:17:25 by Lloyd Palmer.

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IMPORTANT: Feel free to link to this run, but don't upload the files or any part of them on any other site. If someone wants to see the run, they can come here, and they can even watch the embedded Flash version if they have some aversion to external media players. I would also appreciate it if you linked to this page rather than to the files themselves.

This run has audio commentary. I mainly talked about errors I made and ways I dealt with difficult spots, so I would only recommend it to people who want to know about that sort of thing (anyone thinking about doing a Rayman 2 run should probably listen to it). I think that most people would like the run better without the commentary, but then again, I have a biased point of view. Unfortunately, my microphone is garbage, so it's a bit hard to understand at times and some of the quieter stuff is unintelligible.

First, I would like to thank Unreal704 (AKA Bottles/Sydynski) for finding many of the tricks that I used in this run. They ended up making the run a lot more frustrating, but also a lot faster. Thanks also go to Janosiadam for telling me about a faster Razorbeard strategy and to Radix, Nate, Mike, DJGrenola, and Enhasa for maintaining SDA. The first few months I was working on the run, Spikevegeta was doing a segmented run. He finished in December 2007 with a time of 2:26:56. However, because a lot of new timesavers were found when he was almost done, the run wasn't able to incorporate them. However, it helped convince me to run the game, so I'd like to thank him for getting the ball rolling with Rayman 2. Finally, I'd like to thank my supporters, whose brimming optimism never ceased to encourage me:

"You are insane"-Coolcwer

"And quite frankly, this game is nigh impossible to do single segment, a 4-5 hour run where it is highly likely to miss a few/many Lums"-Comicalflop

"ss would be suicide ... you'd end up destroying your controller ... i dont see it happening with a sane person"-Lazylen

Just kidding about that last bit, but still, thanks to everyone in the topic who showed interest in a run of the game. Now, on to the actual run. I had had the idea of a Rayman 2 any% SS in the back of my mind before I even started my Ocarina of Time run. The combination of finishing that run and discussion of a segmented Rayman 2 run persuaded me to do it. I expected to finish that summer; how wrong I was! I started planning for the run in early August of 2007 and finished on August 9th, 2008, so it took me just over a year. However, during that period, there were stretches of time when I wouldn't play because of school and other things, so it would be inaccurate to say that the run took me a year to finish. It did take me a long time, though, and I'd say that overall, it was much more difficult than my Ocarina of Time run and a much bigger accomplishment.

Before getting into specifics of the run, I'll talk about some of the general techniques I used.

Jumping on slopes: This makes you go much faster, but is hard to control. I use it a lot except when there are pits nearby.

Fast falling: After the peak of a jump, you fall faster than if you just walk off a ledge. This is useful in a good number of spots, especially earlier in the game.

Trigger hopping: If you jump soon after landing in some trigger zones, you can avoid activating them. This lets you skip text and cutscenes.

Edge jumping: If you approach an edge and jump at the right time, you can get a special boost off of it that gives you extra distance and speed. This is difficult, so I don't really rely on it. It should be noted that this can also be done while sliding, which can result in massive jumps.

Autojumping: When you are sliding and come to an edge, Rayman will automatically jump. Sometimes the game will think you are at an edge and give you an autojump. Also, when you come off climbable walls from the top, you will sometimes automatically jump. In that case, it is usually preferable to manually jump.

Helicopter: In general, you want to use the helicopter as little as possible. It is much slower than jumping normally. Sometimes I use it when it's not necessary in order to be safe. However, because of how it slows your your fall, sometimes it looks like I could have made a jump without it when in reality I couldn't have. Although it's easy to say that I shouldn't have helicoptered on a given jump, it's not quite so easy to judge when you are actually doing it and are under pressure not to fail, so overall I'm not disappointed with my level of caution in regard to the matter.

Climbable walls: It seems that it is faster to jump constantly on some climbable walls, while it is slower on others. Jumping helps protect you from getting knocked off of walls.

Ledges: It is faster to jump up from a ledge with A instead of pulling yourself up.

Throwing things: If you shoot immediately after throwing something, you can start running sooner.

Health/Cages: Running out of health is a total nonissue because of how little damage enemies do. Therefore, I only break cages that have Yellow Lums or Teensies in them.

One of the things I had to plan was the Lum route. There are four Lum checkpoints in the game (before each level where you get a mask):

Sanctuary of Water and Ice: 100 Lums
Sanctuary of Stone and Fire: 300 Lums
Beneath the Sanctuary of Rock and Lava: 475 Lums
The Iron Mountains: 550 Lums

The only one to worry about is the last one. There are 1000 Lums in the game: 50 in each level, with the exception of The Woods of Light (5), Tomb of the Ancients (51), The Prison Ship (94), and The Crow's Nest (0). Because I don't visit the two optional levels and because the Lums after the final checkpoint can't count towards it, there are 756 Lums to choose from. I tried to pick Lums that were on the path, which most are, but I had to spend some extra time in a few cases. I planned the Lum route so that I could miss a few and not have to restart; I also had some backup Lums in Tomb of the Ancients (right before the final checkpoint).

Now I'll go through comments for each area. A lot of this is repeated in the audio commentary, but I'll put it here anyway. I won't list every minor mistake; most are obvious, and a lot are mentioned in the commentary.

Beginning sliding section
I got the autojump here and maintained most of my speed. This was around average or a little faster.

The Woods of Light: 5 Lums (Target: 5)
I don't restart if I miss the Murfy text skip at the beginning because I rarely get it. I got it here, though. The rest of the level went well. I take the lower route to the fourth Lum because I usually grab the edges on the upper route. Speaking of edges, it is much slower to grab the edges at the tops of parallel wall climbs, so you'll see that here and in other parts of the run, I go out of my way not to. I use the trigger hop method to do the Globox Baby text skip, which I find to be more consistent than the original method. A large percentage of the restarts for this run came from this level, despite how easy it may look, because I have a lower tolerance for errors here than I do later.

The Fairy Glade: 21 Lums (Target: 21)
In the first section, you can get to an earlier cycle for the platform at the end, but it is somewhat difficult and I don't restart if I miss it. I also don't restart if I miss the Murfy text skip before the pirate fight (like I do most of the time). In the "machine room," you can destroy the weak points with 5 barrels, but it is partially luck-based and I had to use 6 in this run. Other than the errors mentioned, the level went well, although I could have done the wind tunnel room a bit faster.

The Marshes of Awakening: 47 Lums (Target: 47)
This level used to be a real run killer, but I don't have much trouble with it now. The hardest parts are hitting the switch that makes 4 Lums appear and getting the 5 Lums above the boat with the pirate in it. Those 5 Lums are even harder to get if you get the 3 immediately before, so I only get one of those. It is faster to crouch while waterskiing, but it limits your steering. Another benefit is that it acts as a shield against attacks, so if you're wondering why I get hit by the ghost chickens and don't die, that's why. The only other real threat in the level is the bridge with two Lums; if you go too far onto it, your connection with Ssssam will break and you'll lose time. That didn't happen in this run, fortunately.

The Bayou: 49 Lums (Target: 49)
This is an easy level, but I had some problems with it (nothing major, though). The biggest mistake was having to turn around and wait for some Lums that normally come to me on their own. I stand still at the beginning of this level to adjust the camera. It would save time (and probably be easy) to just start the level sideways.

The Sanctuary of Water and Ice: 41 Lums (Target: 40 or 41)
Unreal found a trick in this level to skip the door that you otherwise need two orbs to open. It saves a good deal of time, but I wasn't able to get it consistently enough to use it. Aside from that, this level went very well. I'm careful on the boss because, believe it or not, he has ruined quite a few attempts. This level, the one before it, and the one after it make up a nice string of easy levels.

The Menhir Hills part 1: 23 Lums (Target: 23)
I got the text skip at the beginning of this level. If I do bring the text up, it's not terrible, since it's short. The pirate fight was decent, but could have been better. If the Lums from it seem slow, it's because they were some of the last that I added to the route.

The Cave of Bad Dreams: 50 Lums plus 1 in Marshes (Target: 50 or 51 total)
This is a long level, and I have often died here. Aside from some unnecessary helicoptering (which you'll see more and more of as the run progresses), there weren't any mistakes to speak of in this level. It is possible to throw the blue orb directly onto its pedestal from the upper ledge, but it rarely happens. Also, you can do the boss fight faster by using the first few platforms that are made to return to your starting position (so you don't need new ones), but it is easy to get hit by flames while doing this. I got hit once intentionally during the boss fight to avoid getting knocked down.

The Menhir Hills part 2: 9 Lums (Target: 9)
In the room with the Purple Lums, I skip one of them; it's possible to skip another, but I'm not good enough at it to do it in the run. Other than not skipping that Purple Lum, I did well in this level.

The Canopy: 39 Lums (Target: 38 or 39)
The hardest part of this level is the beginning, where I run from the spider. It knocked me off the web, but I was able to recover. I do have a method of getting from the bottom of the area to the top quickly, but getting knocked all the way down would still waste a bunch of time. You can skip the "Rayman is the greatest!" text, but, as I learned in the middle of a run attempt, doing the skip improperly freezes your game... I'd rather lose a few seconds. The first plant that Globox waters is very strange; sometimes it moves soon after you get on it and sometimes it just sits there for a while, like it does in this run. I don't know what causes it to do this. Aside from some really stupid errors on the last pirate battle, this level didn't have any major mistakes.

Whale Bay: 44 Lums (Target: 44)
This level is pretty straightforward and I didn't lose much time. I use a nice trick at the beginning of this level to skip a swimming area. In the part with a sleeping pirate, Unreal found a trick where you jump on a lamp, then jump up to the exit. This trick proved to be extremely unreliable (and it skips five Lums), so I don't use it. I got lucky in the barrel room. I should note that at the end of the level, you can just swim right to the Teensy, but doing that skips a lot of fast Lums.

The Sanctuary of Stone and Fire: 11 Lums (Target: 11)
This is the first in a string of three of the most difficult levels in the game. There are a lot of places here where I have died in the past. Plus, the miniboss skip can be difficult. I got it on my first try here, though. During the boss "battle," you can jump from the Purple Lum to the top of his head, but it is fluky and saves little time, so I don't do it. There are a few places in this level where I seem to be standing around for no reason, but in most of those cases, I'm doing it for safety (I explain some of those places in more detail in the commentary if you're interested). Overall, I'm very pleased with how this level went.

The Echoing Caves: 24 Lums (Target: 23)
The trick to skip the door at the beginning of this level was very difficult for me before I found the method that I currently use. Even with that method, it is still inconsistent, so I was glad to get it on my first try. It doesn't save as much time as it seems to because it bypasses 20 Lums that are very near the path that takes you to the four switches that open the door. Because I miss those Lums, I have to get some slower ones, like the Lums from the pirate battle in the Menhir Hills. Still, the trick saves a lot of time and makes this the shortest level in the run. I didn't make any big mistakes after the first area.

The Precipice: 48 Lums (Target: 49)
This is probably the hardest level in the game, let alone in the run. Anyone who's played it knows how easy it is to die. The first death of the run comes from this level. Luckily, it was right after a Green Lum. I have died at the same spot many times and I haven't been able to find a reliable way to avoid dying there. However, I managed to stay alive after that. Besides minor mistakes, the rest of the level went well. I tried to make a cannonball hit the elite pirate at the end to take out a third of his health, but two shots narrowly missed him. I didn't lose much time from that, though. I should note that it is important that I keep my golden fists for The Top of the World.

The Top of the World: 46 Lums (Target: 44)
It's fitting that a string of hard levels should be followed by a string of easy ones and that the very hardest should be followed by the very easiest. Not counting intentional death warping, I don't think I've ever died on this level in a run attempt. I get hit by the pirate at the start on occasion, so I like to have two golden fists when I finish The Precipice. I didn't have any problems with him (or the rest of the level) this time, though.

The Sanctuary of Rock and Lava: 42 Lums (Target: 42)
Not much to say here. This level went smoothly, save for a near-death experience in the rotating platform room. It's definitely one of the easier levels in the run.

Beneath the Sanctuary of Rock and Lava: 41 Lums (Target: 41)
I consider this the second easiest level in the game. It looks difficult and technical, but it's actually very easy. That didn't stop me from dying on the boss battle, though. Not-so-fun fact: I've only ever died on this level twice in run attempts: in this run and in my second fastest attempt, a 2:18:00. Aside from the extremely stupid error in the boss battle, the rest of the level went well. It is possible to skip fighting the boss, but the trick is very risky, so I don't use it.

Tomb of the Ancients: 10 Lums (Target: as many as I need)
There are several tricks I don't use in this level: a death warp in the area with the second switch of three and a jump over one of the spots where you'd normally need to raise a platform. Both are pretty difficult and risky. I'm cautious in this level, but it went well overall. The Clark battle can be done in two cycles (i.e. only tripping him twice), but the way I do it is much easier. If you screw the battle up, it tends to waste a ton of time.

The Iron Mountains
Back to the hard levels. I practiced this level a ton, and it paid off because I didn't make any big mistakes here. When I pause next to the golden fist, I am waiting for the pirate to make sure I don't get hit by his drilling attack, which is bad news. Saving the golden fist isn't a priority, but it does speed up the waterfall section a bit. Unreal found a trick to jump over the fence right before the walking shell section, but I was a bit inconsistent on doing it, so I didn't use it. The "save the babies" section is a nice opportunity to relax a bit before the last level.

The Prison Ship
The sliding section of this level used to be a big concern for me, but I've practiced so much that I can do it virtually every time now. I kept the jumping to a minimum because, as you can imagine, I was extremely nervous by this point. I lost some time at the end of the sliding section by overshooting the exit, but if I had slowed down, I might have been send off to the side and bam, end of run. Ironically, I sometimes have trouble overshooting the exit when I want to (to get the Lums behind it). The miniboss battle is tough because you can lose your golden fist, which makes the fight take a long time. I use a strategy here that helps me avoid getting hit and also helps me hit the miniboss even if he jumps behind me. The battle went very well; I normally get hit at least once (getting hit before I get the golden fist doesn't count). The flying section is easy, but I was still very on edge, as evidenced by some of my shaky movements. It went fine, though.

The Crow's Nest
I usually don't get the first hit against Razorbeard, so it wasn't a big disappointment that I missed. During the first form, I stand near the edge to prevent Razorbeard from jumping at me. There isn't much else to say about the first form; it's just about impossible to mess up. If I were to judge only from the many times I've practiced this battle, I would say the same about the second, which I can do perfectly 100% of the time when I'm not under pressure but which I seem to always make some error(s) on in real attempts. At least the errors weren't big this time.

Final time: 2:17:25

I'm satisfied with this time and will probably never try to improve it. A deathless run would have been nice, but I lost less than 20 seconds from deaths in this run, an amount of time that could very easily have been lost doing the tricks in The Sanctuary of Stone and Fire or The Echoing Caves, both of which I did very well in this run. A segmented run should use the tricks I did not. Here are some off the top of my head:

Sanctuary of Water and Ice orb skip
Cave of Bad Dreams boss trick
Whale Bay lamp jump
Foutch skip
Tomb of the Ancients switch skip
Iron Mountains jump over fence

If anyone does a 100% run, I would strongly recommend doing it in segments. It is easy enough to miss a Lum in this run; imagine going after every Lum in the game in a longer run.

The Walk of Life 0:01:29.59 by Lloyd Palmer.

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I decided to do this run before I finished my main run because the main run was getting tiring. I didn't spend too much time on this, so it's definitely improvable. The main thing is to never use your helicopter unless it's necessary and to get as many edge jumps as possible. An edge jump occurs when you approach an edge and jump at the right time, which gives you a special boost off of it. I think this is the fastest route for the level, but it may be faster to use both platforms in the area after the big vine wall if it's done very quickly.

The Walk of Power 0:01:27.56 by Lloyd Palmer.

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I ran this level mainly because I had already done The Walk of Life and it wouldn't have felt complete to do that and not this level. This level is easier to run than The Walk of Life because so much of it is spent waiting around on lilypads. It isn't as easy as it seems, though, because the timed elements are based on when you get to certain areas. The most important thing for this level as the same as for The Walk of Life: use your helicopter as little as possible and get edge jumps. I wanted to improve this time a little more, but my DVD recorder was malfunctioning and seemed on the verge of totally biting the dust, so I have this time. It's not terrible, but it can certainly be improved.

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