Rayman M
Rayman M is a multiplayer party video game developed and published by Ubisoft, released in Europe on November 30, 2001, for PlayStation 2, and on December 14, 2001, for Microsoft Windows, with North American launch under the title Rayman Arena on September 24, 2002, for PlayStation 2 and Windows.[1][2] It serves as a spin-off from the Rayman platforming series, utilizing characters and graphical style from Rayman 2: The Great Escape, and emphasizes competitive gameplay in fantastical environments inspired by that title.[3][1] The game divides into two primary modes: racing and battle, both supporting up to four players in single-player leagues or multiplayer via split-screen and LAN.[3] In racing, players navigate three-lap obstacle courses on foot—such as swamps, beaches, and pirate ships—while collecting Lums and using power-ups to hinder opponents, with sub-variants including time trials and butterfly-capturing races.[3][1] Battle mode unfolds in enclosed arenas as a third-person shooter, where participants shoot projectiles, deploy abilities like helicopter flight or shock waves, and gather dropped Lums from defeated foes to win by accumulation or elimination.[4][3] Subsequent ports expanded availability to Xbox and Nintendo GameCube on September 24, 2002, in North America, with a simplified PlayStation 1 version titled Rayman Rush released in 2002 for select regions.[1][5] The title's single-player campaign structures competition across five progressive leagues—beginner, advanced, expert, extreme, and bonus—each comprising racing tracks and arenas of increasing difficulty, culminating in unlockable content like bonus levels.[1][3] Playable characters include Rayman, Globox, and others from Rayman 2, with customizable controls for keyboard, mouse, or controllers across platforms.[4][6]Gameplay
Racing Modes
In Rayman M, the racing modes emphasize foot-based competition without vehicles, requiring players to utilize platforming abilities from Rayman 2: The Great Escape, such as jumping, gliding with helicopter hair, punching, and shooting energy projectiles to navigate tracks and interact with opponents.[7][8] Obstacle Racing serves as the core multiplayer mode, where up to four players (or AI opponents in single-player) compete to complete a set number of laps—typically three—on obstacle-filled tracks first.[7] Courses incorporate environmental hazards like rolling barrels, slamming plants, climbing walls, and waterways for surfing, demanding precise strafing, flipping, and shortcut usage via purple Lums or switches to open paths.[8][3] Players can fire energy balls or ice shots at rivals to briefly stun them, integrating light combat elements that slow progress without derailing the race focus.[8] Time Attack, known as Polopopoï mode, is a single-player challenge where participants must finish three laps within a depleting timer starting at 20 seconds.[7] Additional time is gained by shooting colorful Polopopoï butterflies scattered along the track, with each color granting varying extensions to encourage aggressive navigation and precision.[7] Lums collected during runs act as currency for unlocking content, adding a collection incentive to speed runs.[7] Lums Mode is another single-player racing challenge where players complete three laps while collecting the maximum number of Lums possible, which contribute to unlocking additional content.[7] Tracks draw from Rayman 2's diverse environments, including swamps, beaches, forests, and pirate ship decks across beginner, advanced, expert, and bonus leagues, promoting speed and mastery of abilities like gliding over gaps or punching bumpers for boosted jumps.[8][3] Temporary power-ups, such as speed boosts or rival-hindering items, appear sporadically to provide strategic edges, though the mode prioritizes skillful platforming over item reliance.[7]Battle Modes
Battle modes in Rayman M consist of arena-style combat encounters set in enclosed environments drawn from the game's worlds, where players utilize shooting mechanics, basic melee attacks, and power-ups to achieve mode-specific objectives such as collecting Lums or capturing items. These modes emphasize close-quarters strategy and evasion over linear progression, supporting up to four players in split-screen multiplayer, with options for free-for-all or team-based play depending on the variant selected.[7][9] In Lum Spring (also referred to as Freeze Fight in certain regional releases), players are equipped with ice bullets that temporarily freeze opponents for one second upon hit, with an initial supply of five bullets that automatically refill over time, enabling uninterrupted Lum collection from randomly spawning points indicated on the radar. The primary goal is to amass a predetermined number of Lums—defaulting to five—or the highest total by the end of the time limit (typically one minute), with team-based scoring available to encourage cooperative freezing and collection efforts. No additional weapons are present, focusing gameplay on precise shooting and quick recovery from freezes as bullets automatically refill over time.[7] Lum Fight (or Total Fight mode) shifts to a more aggressive free-for-all or team battle format, where each player begins with five hit points and must deplete opponents' health using energy shots, punches, or collected power-ups to score points via eliminations. Lums are obtained from generators scattered throughout the arena, which dispense weapons like rapid bullets for sustained fire, glue bombs for area immobilization, buzz rockets for homing attacks, or shields such as the ultimate barrier for temporary invincibility. Eliminating a foe grants one Lum, while self-inflicted damage deducts one; victory is achieved by reaching the Lum target (default five) or leading in points after the time expires (default one minute).[7] Capture the Fly introduces objective-based strategy in a team-oriented setup, where two sides compete to seize and hold a central Light-Fly item that continuously generates Lums for the possessing team when carried. Players move faster while holding the Fly but cannot shoot, requiring defensive positioning or coordinated steals using five rubber bullets that bounce off surfaces to dislodge it from enemies (bullets refill over time). Protection of the Fly demands evasion tactics, while theft involves calculated shots; the mode ends when a team reaches ten Lums or leads after two minutes, promoting defensive play and team coordination over direct confrontation.[7] Combat in these modes leverages core character abilities for mobility and engagement, including gliding by holding the jump button to traverse gaps and evade shots, and the helicopter hair spin (activated by holding the action button) for short aerial ascents to launch attacks from above or escape ground threats. Item pickups from generators or arenas enhance tactics, such as deploying bombs for crowd control or activating shields to block incoming fire, adding layers of risk-reward to positioning and timing. Lums collected across modes serve as a shared resource for unlocking additional content.[7] The multiplayer framework supports up to four participants in split-screen on consoles (requiring a multi-tap adapter for PS2) or PC, blending human and CPU opponents adjustable across easy, medium, hard, or ultra-hard difficulties. PC and PS2 versions exclusively feature training arenas, allowing single-player practice sessions to hone shooting accuracy, ability usage, and arena navigation without competitive pressure.[7][9][10]Development and Release
Conception and Production
Rayman M emerged as Ubisoft's effort to extend the Rayman series into multiplayer experiences, building directly on the foundation of the 1999 title Rayman 2: The Great Escape. The project was officially announced on April 19, 2001, with an initial focus on PlayStation 2 and PC releases scheduled for November of that year, followed by an Xbox version in 2002. This announcement positioned Rayman M as a real-time multiplayer game set within the vibrant, fantastical worlds of Rayman 2, aiming to deliver fast-paced competition without the single-player narrative constraints of prior entries.[11][12] Development took place primarily at Ubisoft Montpellier (then known as Ubi Pictures), with additional contributions from Ubisoft Milan for battle and menu systems on PC and PS2 versions. Key producers included Arnaud Carrette and Riccardo Lenzi, while Sylvain Constantin served as producer for the GameCube edition; Michel Ancel, the series creator, provided oversight on overall design consistency. The team sought to craft a "serious" yet accessible multiplayer title, diverging from purely whimsical platformers to emphasize competitive play for up to four participants, appealing to party game enthusiasts. Nine playable characters from Rayman 2, such as Rayman, Globox, and Ly, were incorporated to leverage familiar elements.[13][14] The game's design philosophy integrated Rayman 2's 3D platforming mechanics—like running, jumping, shooting, and helicopter-like flight—with new racing and battle modes to foster chaotic, skill-based interactions across obstacle-filled levels. To ensure efficiency, developers reused assets from Rayman 2, including environments and character models, while adapting the underlying engine for multiplayer demands. This adaptation supported split-screen play for four players on most platforms, though online features were planned but constrained by contemporary hardware limitations, resulting in LAN and internet support primarily on PC.[15][14][16] Promotion began alongside the announcement, with Ubisoft unveiling previews at E3 2001 that highlighted the game's modes, characters, and levels, underscoring its suitability for casual, family-oriented sessions. An official website was launched to showcase screenshots, descriptions, and eventually a playable demo, building anticipation for its accessible, non-violent competitive format.[15][11]Platforms and Regional Releases
Rayman M was initially released for the PlayStation 2 and Microsoft Windows in Europe on November 30, 2001, with the PlayStation 2 version launching in France one day earlier on November 29.[17] The Windows version followed shortly after in Europe on December 14, 2001.[18] In North America, the game was retitled Rayman Arena and ported to additional platforms, launching simultaneously for PlayStation 2, Windows, Xbox, and GameCube on September 24, 2002.[2][1] The title change from Rayman M to Rayman Arena in North America was made to avoid potential confusion with the "M" ESRB rating for mature content.[19] All versions of the game were developed and published by Ubisoft across platforms, with no significant content removals, though adaptations were made to suit hardware capabilities. The PlayStation 2 and Windows versions support up to four players in local split-screen multiplayer, while the Xbox and GameCube ports maintain similar local multiplayer limits but feature minor adjustments in menu navigation and character selection options.[19] The Windows version uniquely includes LAN and online multiplayer support for up to eight players, enabling broader competitive play beyond local setups, in addition to modes like Popolopoï challenges where players collect floating creatures across tracks.[6] These elements build on assets from Rayman 2: The Great Escape, repurposing environments for the multiplayer-focused structure.[17]| Platform | Region | Release Date | Notes |
|---|---|---|---|
| PlayStation 2 | Europe | November 30, 2001 | Initial launch; France: November 29, 2001 |
| Windows | Europe | December 14, 2001 | Supports online multiplayer |
| PlayStation 2 | North America | September 24, 2002 | Titled Rayman Arena |
| Windows | North America | September 24, 2002 | Titled Rayman Arena |
| Xbox | North America | September 24, 2002 | Titled Rayman Arena; local multiplayer only |
| GameCube | North America | September 24, 2002 | Titled Rayman Arena; local multiplayer only |