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Rayman Arena – Windows Manual – English

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Manual
Platform
Windows
Language
English
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Filename
rayman-arena_win_manual_en_2od.pdf
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STORYLINE

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R AY M A N M I N S TA L L AT I O N

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A/ TECHNICAL REQUIREMENTS
B/ INSTALL THE GAME

N AV I G AT I N G T H R O U G H T H E M E N U S

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A/ MAIN MENU
B/ NEW GAME
C/ CONTINUE
D/ OPTION MENU

GAME RULES
A/ RACE GAME RULES
•Game modes
•Object Descriptions
B/ BATTLE GAME RULES
•Game modes
•Description of the Weapons

C H O O S I N G B E T W E E N M U LT I P L AY E R
AND SINGLE PL AYER MODES

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A/ RAYMAN M CHARACTERS
•Description of the characters
•Character Selection
B/ SINGLE PLAYER MODE
•Map Selection
•Game mode selection
C/ MULTIPLAYER MODE
•General
•Game mode selection

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CREDITS

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Storyline

R

ayman and his famous acolytes face new challenges in a
unique sporting competition: they will confront these
challenges in hard and varied environments to become
THE winner of a surprising biathlon: Race and Battle modes.
Pick your character and compete with your opponents in
interactive environments littered with power-ups, extreme
actions and shooting in hazardous arenas. Catch weapons to
pinch your opponent’s lums, glide across bewitching lagoons
and learn to be tough and nimble to take your adversaries
by surprise.
Perhaps at least will you succeed to be tougher than Rayman…

Rayman M Install
A/ TECHNICAL REQUIREMENTS
Minimum Requirements :
Operating System: Windows 98/ Windows XP/ Windows 2000 /
Windows ME
Processor specs: Pentium II 450 Mhz
RAM: 64 Mo
Video Card: TNT2
Display Mode: 16 & 32 Bit
Available Space: 550 Mb
CD ROM Drive: 4x
DirectX (available on the CD): 8.0A
Other: Keyboard / Mouse.
Recommended :
Operating System: Windows 98/ Windows XP/ Windows 2000 /
Windows ME
Processor specs: Pentium III 500 Mhz
RAM: 64 Mo
Video Card: GeForce2
Display Mode: 32 Bits
Available Space: 1.3 Gb
CD ROM Drive: 16x
DirectX (available on the CD): 8.0A
Other: Keyboard / Mouse / Controller

B / I N S TA L L T H E G A M E
Insert the Rayman M CD in your CD-ROM reader.
Choose your language and Select Install in the Window.
Follow the instructions to finish the Installation.
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2 - NAVIGATING THROUGH THE MENU

C / CO N T I N U E

To navigate through the RAYMAN M menus and select slices,
use the mouse and Keyboard.
Your selection will be highlighted. To confirm your selection,
press the left mouse button or Enter.
To move from one disk to another, press the left and right
arrows keys.
To go back, right-click with the mouse or press the Esc key on
the keyboard.

Loading an existing game
Select the Continue slice.
You subsequently enter a window with the list of the saved
games.
Select the game you want to load and confirm.

D/ OPTION MENU

A/ MAIN MENU
Select New Game if you do not have any previous files stored
or if you want to create a new one. You subsequently enter the
file creation page.
Select Continue if you want to load and play a previouslysaved file.
Select Options if you want to configure the game settings:
video, sound, controls, language.

B/ NEW GAME
Creating a game.
Select the New Game slice and confirm. You will be asked if you
want to create a new game.
If you choose YES you will access the file creation disk where you
can assign a name to the file.
Use the mouse or the keyboard to enter the name and confirm
by pressing “OK” when it’s done.

Sound Settings:
- MUSIC / SOUND FX
On each disc, use the mouse to select ON/OFF and
enable/disable the music or sound FXs.
You can set the volume you want for each between 0 and 9.
- MONO / STEREO
Use the mouse to select MONO or STEREO sound mode.

NOTE: Whenever progress is made in the game, you will be prompted to
save to your file.

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Menu Settings
Select ON/OFF to activate/deactivate camera movement while
evolving in the menu.
NOTE: You can skip forward transitions at any time by
confirming. You can skip backward transitions at any time by
pressing the back button.
Control Settings

Loading / Saving settings
Saving settings
Once you have selected the options of your choice, you can save
these settings. Choose SAVE from the SAVE/LOAD SETTINGS
window.
Loading settings
When the game is launched, your saved settings will be
automatically loaded.
Your settings can also be loaded by choosing LOAD from the
SAVE/LOAD settings window.

Choose whether you want to define Race or Battle control
settings.
Here you can choose which pad to tune and which settings you
prefer:
- The mouse and keyboard controllers or the pad controller
- The reverse look On / Off (Battle mode only).
You can also reconfigure and set any key according to your
preferences.

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Game Rules
The game is divided into 4 zones, all composed of 3 race levels
and 3 battle levels.
For each level, you will be able to choose between various game
modes:
- 4 game modes for the Race
• Training
• Race
• Polopopoï
• Lums
- 3 game modes for the Battle
• Lum Spring
• Lum fight
• Capture the fly
You will also have access to a bonus zone with additional levels.
These levels will be unlocked as you progress through the
game.
At the beginning, only zone 1 is available. You will subsequently
be able to access the following levels:
- Training and Race mode for RACE
- Lum Spring for BATTLE
The unlocking will occur automatically according to your
various victories in the different levels. You will be informed
each time a new feature becomes available.

A/ Race Game Rules
GAME MODES
A) Training Mode
This mode has been created to learn the levels, practice and
master the game controls and tricks before the real challenge.
You can also try to boost your scores and compare them
with other challengers on www.raymanm.com.
Playable only in single player.
B) Race mode
The winner is the one who finishes the race first.
In multiplayer mode, you can select how many laps to do
before winning, the maximum gap you want between
opponents to win. You can also use bonuses to go faster,
stop your opponent etc.
Times

Ranking

C) Polopopoï mode
In this mode, you must complete 3 laps before the
chronometer counts down to 0. It starts at 20 sec. During
the race, you will have to free the Polopopoï spread
throughout the level to win additional time. You can free
them by shooting at them. The various colours correspond
to the various times of the Polopopoï.
Only available in single player.
Times

Number
of Polopopoï
(Or number of lums)

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D) Lums Mode (Same screen setting as the Polopopoï mode)
Lums are spread all around the level. To win, you must be the
first to finish the 3 laps but also have gathered the maximum
amount of lums. You will be able to use them later.
Only available in single player.

B/ Battle Game Rules
Battle game rules are available for both single and multiplayer
options.

GAME MODES
OBJECTS DESCRIPTIONS
You will encounter many objects through your progression in
the tracks. These objects will stop your opponent in his race…
but you can also be hit! Try to avoid them and find the
cleverest ways to win.
Electric Barrel Fences
Avoid these objects at all costs. If you hit them
during the race, you will be slowed down…

Purple Lums
Learn to catch them… they will help you to find
shortcuts.

Switches
Shoot on the switches and you will open
hidden passages… or you will move the
environment to stop your opponent.
Bumpers
Give a try at the extra jump!

A - LUM SPRING
Lums appears randomly in the map, one at a time (the radar
shows the Lum position). You have to collect as many as you
can. To hinder your opponents, you can freeze them for a
second by shooting ice bullets. You have 5 bullets, which refill as
time passes. The winner is the first to reach the win condition
or the one who has the most Lums when the time is over (if
time setting is enabled).
Bullets

Hit points
Weapon

Own lums

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Own position

B - LUM FIGHT
Players start with 5 hit points each. Each time the hit points
reach 0, the player is reborn somewhere in the arena. The goal
is to eliminate your opponent’s by shooting at them (the radar
shows the opponents’ position). Each time you bring an
opponent down to 0 hit points, you gain one Lum. The winner
is the first to reach the win condition or the one who has
most Lums when the time is over (if time setting is enabled).
Self-elimination by a self-hit results in a negative Lum (-1).
There are different weapons and bonuses. These are extracted
and collected randomly when the player passes over a Generator
(gold generators are likely to give more powerful weapons).

Bullets

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Lum position

Weapon

Opponent position
Own position

Opponent’s lums

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C - CAPTURE THE FLY (same screen setting as Lum Spring)
There is a Light-Fly in the map. Players have to reach, grab and
keep it as long as possible. When you have the Fly you gain
Lums as time passes (the radar shows the Fly’s position). The
Fly can be stolen with a single hit on the player carrying the Fly.
The Fly carrier cannot shoot, but becomes faster the longer he
keeps the Fly. You have 5 bouncing bullets (effective on the Fly
carrier only) which refill as time passes. The winner is the first
to reach the win condition or the one who has the most Lums
when the time is over (if time setting is enabled).

GLUE BOMB

RAPID BULLETS

FAKE
GENERATOR

BUZZ ROCKET

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NOTE: In Capture the Fly mode, it just steals the Fly upon hitting
the Fly carrier. Here bullets refill as time passes.

Af ter an initial burst, it
automatically goes after the
nearest opponent. Each hit inflicts
1 hit point.

HOUND
BULLET

FIREWORK
BULLET

Steals the items / weapons carried
by the nearest opponent, or, if
none are being carried, takes one
from a Generator.

ITEM LEECH

ULTIMATE
BARRIER

Looks like a generator but works like
a bomb: it explodes on contact or
just after a character passes nearby. The explosion inflicts 3 hit points.

You can take control of this
flying weapon. It inflicts 5 hit
points upon impact on another
player.
Protects against any kind of
attack for a certain number of
seconds. It also inflicts 1 hit point
of damage upon contact.

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Shoots a row of 3 bullets per
round. Each bullet inflicts 1 hit
point.

RUBBER BULLET Can make a direct hit or bounce
off the walls (up to 3 bounces).
Each hit inflicts 1 hit point.

DESCRIPTION OF THE WEAPONS
These are the items / weapons present in the game. In Lum
Fight mode, they are taken from the Generators. In 'Lum
Spring' and 'Capture the Fly' modes, there is only one weapon,
which the player is equipped with from the beginning: Ice
Bullet for 'Lum Spring' and Rubber Bullet for 'Capture the Fly'.

Goes around the target and
explodes after several seconds,
causing 3 hit points to be lost. It
can be passed to another player
by touch.

FLAMETONGUE
BULLET

ICE BULLET

Follows a parabolic trajectory
and detonates on impact
inflicting 1 hit point to anyone in
the explosion range.
Its trajectory can be controlled
after being fired. It remains active
for some seconds thereafter. Inflicts
1 hit point both with a direct hit or
with the persistent fire tail.
Freezes the target for 1 second.

NOTE: Only available in Lum Spring mode. Bullets refill as time
passes.

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Choosing between
Multiplayer and
Single Player modes
NOTE: Single player mode determines the way to progress
through the game: levels will be unlocked as you evolve in the
game.
Your achievements in both single and multiplayer modes will
unlock levels, rewards and characters.

Teensies: while these decrepit beings are senile
to the point of having forgotten who is leader,
they get along just fine when it comes to
taking action and winning by whatever
means necessary.

A/ Rayman M characters
Description of the characters
Globox: Had to overcome his timidity and fear
(maybe he had therapy?) to risk his neck in this
competition. While he might appear a bit
awkward and clumsy, behind that oversized
body lies a certain dexterity and fighting spirit.
Razor Beard: Always angry, irritable and mean.
What he lacks in size, he makes up for in spite,
making him a master of shots below the belt,
which he likes more than anything else.

Be tough enough and unlock the hidden characters….
Tily: a slight, fragile and impish little fairy… until the race
starts….
Razor wife: Her more refined and fashionable appearance
(sunglasses, dress etc.) thinly veils the same traits as her
horrible husband, only worse…..
Henchman 1000: an older version of the robot pirate, more
distinguished, but with the same values as henchman 1: win,
waste others…

Henchman 800: a robot pirate's life is simple:
be best, waste others, beat them to a pulp if
necessary, have no mercy…

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Character Selection
At the beginning, only 5 characters will be available. The
3 hidden characters will be unlocked as you evolve in the game.

B/ Single player mode
Use the mouse to select single player mode and click OK to
confirm.

Select your character with the mouse and validate to confirm.
Map Selection
Globox, the Teensies and Henchman are fortunate... they can
change skins from a choice of 4 for each.
Skins are granted step by step through your victories. You will
be informed when you win a new skin.
Once skins are available, arrows appear on both sides of the
character you selected. You can select your skin with the mouse
or keyboard. Click OK to confirm.
In the game, you will discover that each character has its own
corresponding music….you will have the chance to hear yours
if you become the winner of the race….

To move from one zone to another, press the left arrow key to
move to the left and the right arrow key to move to the right.
Use the mouse to select your level.
Game mode selection
You can choose between: Training, Race, Polopopoï, Lums for
the Race game and Lum Spring, Lum Fight, Capture the Fly for
the Battle game.
Note that the levels and modes will not all be immediately
accessible; unlocking them depends on your victories.
Select the game mode you wish in order to launch the game.

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C/ Multiplayer mode
General

b) Battle game:

In Multiplayer mode, up to 2 players can play.
Player 1 selects his character. Then, player 2 can enter his
selection.

Select your game mode
- Lum Spring
- Lum Fight
- Capture the Fly

In the Battle game, you can select autonomous opponents.
Here you can add CPU-controlled players within the limit of
4 characters for the map.
Select the advanced CPU opponent's skill level: easy / medium /
hard / ultra-hard. Click OK to confirm.
Lums spring, Lum fight and Capture the Fly modes will be
available from the beginning.
In the Race game, only the 'Race' and 'Kill Time' modes will be
available.
Game mode selection
a) Racing game:

For these 3 modes, you can determine the winning conditions:
number of lums to win or time limit.
For both options, you will be able to determine the appropriate
time or the number of lums to win as follows:
- Lums to win:
- Lum Spring: 5 (default choice) / 10 / 15 / 20
- Lum Fight: 3 / 5 (default choice) / 10 / 20
- Capture the Fly: 10 (default choice) / 15 / 20 / 30
OR
- Time limit (minutes):
- Lum Spring: 1 (default choice) / 3 / 5
- Lum Fight: 1 (default choice) / 3 / 5
- Capture the Fly: 2 (default choice) / 3 / 5

You can determine the victory settings:
- Select the number of laps required to win: 1 / 3 / 5
- Kill Time: determine the gap required to win between
players: 10sec / 15 / 20 / 25 / 30

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Credits

DATA MANAGEMENT
RACE
BATTLE
Lead Data Manager Lead Data Manager
David Houssin
Enrico Moretti
Vincent Chardonnereau Antonijo Lorenzoni

PROJECT MANAGEMENT
Arnaud Carrette & Riccardo Lenzi

Artistic Advisors
Alexandra Ancel

GAME DESIGN
RACE
BATTLE
Lead Game Designer Lead Game Designer
Philippe Blanchet
Benoit Macon
Bruno Bouvret
Davide Soliani
Jean-Christophe Guyot Riccardo Landi
Damien Galipot
Marc D’Souza
&
Giordano Nisi
Frederic Claverie
Christian Cantamessa
Thomas Simon
Vincent Hamache

SOUND DESIGN
RACE
BATTLE
Lead Sound Designer Lead Sound Designer
Gregoire Spillmann
Davide Pensato
Nicolas Vermot
Gianni Ricciardi

GRAPHICS
RACE
BATTLE
Graphic Director
Lead Graphic Designer
David Garcia
Davide Rupiani
Lead Artist
Corinne Billon
Rossana Cesaretti
Lead Graphic Designer Stefano Iorio
Avlamy Ramassamy Christian Ronchi
Arnaud Kotelnikoff
Simone Mirandola
Laurent Debarge
Fabio Pagetti
Gregory Piche
Graziella Troncatti
Mathieu Delarue
Roberto Valentini
Frédéric Lavignasse
Céline Bessy
Ivan Capin
Olivier Conorton

Gilles Aveneau
Hélène Oger

BATTLE
Lead Animator
Mauro Perini
Matteo Ceccotti
Michele Agosteo
Giuliano Boiocchi

Rayman’s Creator
Michel Ancel & Frederic Houde
CHARACTERS MODELISATION
Jerome Desplas
Hélène Oger
Artistic & Animation Director
Jean-Marc Geffroy

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ENGINE DEVELOPMENT
Lead Developer
François Mahieu
Olivier Jourdan, Yves Babitch, Frédéric Bourbon,
Patrice Desarnaud, Carlo Morgantini, Claudio
Casadei

LOCALIZATION
Jean-Sebastien Ferey
Milan General Manager
Florence Alibert
Montreuil General Managers
Agnes Lajot, Michel Pierfitte

Great Thanks to HarmonX team

CINEMATICS
Cinematics Studio Manager
Sophie Penziki
Direction & Storyboard
Mathieu Breda
3D rendering graphists
Corinne Bouvier & Yann Jouette
SFX rendering
Charles Bernaeirt
Animation
Thomas J Anderson
Steeve Ouellet
Erik Branz

A.I. DEVELOPMENT
RACE
Lead AI Developer
Jean-Vincent Segard
Olivier Derot
Pascal Henry
Henri Perrin

MENU GRAPHICS
Fabrizio Stibiel
ANIMATIONS
RACE
Lead Animator
Olivier Derynck

SOFTWARE DEVELOPMENT
ENGINE DEVELOPMENT
Lead Engine Developer
Dominique Duvivier
Tiziano Sardone
Francois Queinnec, Lucian Rowe, Christophe
Roguet, Jean-Gaël Brard, Marie Claire Gaudin

TEST
Test Studio Manager
Elie Benhamou
Lead Testers
Vincent Brajdic & Stefano Prada
Test Team
Lionel Feirara, Victor Douangamath, Tristan
Lefranc, Alessandro Pedarra, Giorgio Anselmi,
Nicola Bettari
Lead Tester Canada
Stephan Leary
Test Team Canada
Yanick Beaudet, Maxime Boulanger, Alain
Chenier, Charles Haddad, Mehdi Serrar, Martin
Shank, Sabrina Tremblay

BATTLE
Paolo Maninetti
Luciano Morpurgo
Alberto Barbati
Giovanni Ivan Ferraro

MENU DEVELOPMENT
Lead Menu Developer
Francesco Cavallari
Christian Slanzi, Stefano Chiappa
With the contribution for the interface
design by Manuel Saua Llanes
Milan Development Studio Manager
Alain Bedel
Montreuil Development Studio Manager
Vincent Greco
Montreuil Graphic Studio Manager
Sandrine Maigret
Montreuil Animation Studio Manager
Alexandre Baduel
Montreuil AI Development Studio Manager
David Douillard
Montreuil Sound Design Studio Manager
Romain His

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AUDIO PRODUCTION
Sound Producer
Sylvain Brunet
Creative manager
Manu Bachet
Sound production organisation
Marine Lelievre
Voice director
Eddie Crew
Voices
Lee Delong, Joddie Forrest, David Gasman, Joe
Sheridan, Ken Starcevic
Recorded by
Lionel Bouhnik at Ubi Sound Studios - France
Sound effects by
Talkover

Music composed, arranged and performed by
Claude Samard
Additional arrangements by
Bernard H. Levitte
Mixed by
Martin Dutasta at Ubi Sound Studios - France
Gameslab
Sophie Rouquette, Lionel Raynaud, Fanny
Georges
DMIS
Guénaelle Mandroux, David Picco
PUBLISHER: UBI SOFT ENTERTAINMENT
CEO
Yves Guillemot
International Production Director
Christine Burgess-Quemard
International Content Director
Serge Hascoet
International Content Managers
Gunther Galipot, Michael Guez
Approval Coordinators
Nikola Milisavljevic, Willie Wareham
MARKETING
Géraldine Durand, Domitille Doat, Coppélia Mille
(France), Susie Frevert (UK), Thorsten Kapp
(Germany), Eva Duran (Spain), Valeria Lodeserto
(Italy), Soren Lass (Scandinavia), Marcel Keij
(Netherlands), Vanessa Leclercq (Benelux), Vera
Shah (Australia), Mona Hamilton (USA), Danny
Ruiz (USA), Antoine Valton
SPECIAL THANKS
Nicola Aitoro, Ivan Chillon, Emanuele Cionini,
Andrea Cordara, Marco Cozzini, Massimo
Guarini, Massimiliano Pagani, Alex Remotti,
Francesco Vitale, Spock&Milù, Rayman
All the players who tested the game in focus
groups
Stéphane Faureau, Joëlle Caroline, Béatrice
Bouyer, Lucille Masson, Julien Merceron,
Emmanuelle Beaume, Nathalie Paccard,
Jacques Thenoz, Cedric Altes, Lu Zhi Gang - He
Xu Xian & their team
Montreuil and Milano Technical support Teams
All the people at Ubi Soft who worked and are
still working on Rayman Games.

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Notes

Notes

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Notes

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