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Rayman 2 - Manual

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0% found this document useful (0 votes)
502 views26 pages

Rayman 2 - Manual

Uploaded by

Leo Snz
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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®

TM
The Story 3

Installing Rayman 2 4
- System Requirements 4
- Install and Uninstall 4
- Starting and leaving the game 6

Starting The Game 7


- Navigating the Menus 7
- Selecting your language 7
- Main Menu 7
- Options Menu 7

Loading/Saving Games 9

Game Screen 10

Controls 11

Controlling Rayman 12

Powers 14

Rayman 15

Rayman's Friends 16

Rayman's Enemies 18

Objects 19

Magic Objects 20

Credits 22
P anic in the Chamber of the Teensies and the Fairy Council: Robo-Pirates
from deep in space have arrived, determined to conquer and enslave their
entire world. The time for combat has come. Volunteers form small resistance
groups and throw themselves into battle with the evil aggressors.
Rayman and his friend Globox go to the edge of The Great Forest, where the
highest number of pirates are located.

Rayman jumps from a tree and activates his helicopter for a soft landing in the
middle of a thicket of bushes. "The Pirates are coming straight at us!", cries
Rayman to his friend. "Get ready!"

The earth suddenly begins to tremble...Several trees collapse, creating a


passageway for an army of robots.
The Battle begins! Rayman leaps into action, sending metal monsters flying with
his powerful energy spheres. A little later, Globox, trembling with fright,
desperately tries to make the robots rust up by creating little rain storms over
their heads. A robot, creaking horribly, crashes to the ground.
"Not bad, Globox!" shouts Rayman with a smile.
Globox tries to answer, but Rayman doesn't hear. The strained face of Ly has just
appeared in his mind.
"Rayman...", begins Ly, in a weary voice., "The pirates have broken the heart of
the world. The energy has scattered. Other than Clark, all of our brave warriors
have been captured..."

Shocked by this terrible news, Rayman is surprised by a gigantic robot who pins
him between its powerful pinchers. He tries to create a new energy sphere in
the palm of his hand, but to no avail. The destruction of the Primordial Core has
taken away all of his powers...
Desparate, he shouts to his friend...
"They've got me, Globox! Save Yourself!"
"But...but...what about you?!"
"No time to explain! Go find Ly, she'll tell you what to do!"
After a moment of hesitation, Globox dodges between the feet of the robots, and
plunges into the high grass.

An evil laugh reverberates. Rayman turns and sees Razorbeard, the leader of
the Pirates.
"I have you, Rayman! You'll soon be my most obedient slave!..."

Rayman tries to free himself, but the iron grip of the robot tightens around him.
He casts a dark look at Razorbeard and shouts defiantly :
" It's not over yet, pirate! I'll find a way to escape and then I'll make you wish
you'd never been born!"
> System Requirements
Minimum system requirements
Pentium® 133 processor (or equivalent), Windows™ 95 or 98
32 MB of RAM
4X speed CD-ROM
Sound Blaster compatible sound card
Compulsory 3D Graphic Accelerator Card : Voodoo 1 (3Dfx) or higher
with 4Mo RAM

Recommended system
Pentium® MMX 200 processor or higher, Windows™ 95 or 98
64 MB of RAM
8X speed CD-ROM
Sound Blaster compatible sound card
Compulsory 3D Graphic Accelerator Card: Voodoo 2 (3Dfx) or equivalent.

> Install and Uninstall


Installation

Put the Rayman 2 CD into the CD-ROM drive in your computer.

1. Select a language from the menu.


2- The following menu appears on screen.
Clicking on this option will start the
installation on your hard disk.

This option lets you start the game and to


access the Main Menu.
You must have previously installed the game
on your hard disk.

If the game is already installed, clicking on


this option will erase the game from your
hard disk.

This option takes you back to Windows 95 or 98.

Note : Only Install and Exit are available if you are installing the game for the
first time.

3- Choice of version to install.


You must select the version that you wish to install. The version depends on
your 3D card.
Rayman 2 is optimized to work with two types of 3D cards.
- 3Dfx cards (Voodoo 1, Voodoo 2, Voodoo 3, etc) that work with Glide drivers
- Other cards that are supported by DirectX 6.0

Note : The list of video cards tested with Rayman 2 is located in the readme.txt
file. This file is located on the game CD-ROM.
The installation program will suggest a version for you, depending on the
components that it finds in your operating system.
Possible choices:
• 3Dfx with MMX – complete installation
• 3Dfx with MMX – minimum installation
• DirectX 6.1 with MMX – complete installation
• DirectX 6.1 with MMX – minimum installation
- If your card supports 3Dfx technology (Voodoo 1, 2 or 3), select the 3Dfx
version.
- If your card is not a 3Dfx, select the DirectX 6.0 version.

In both cases, refer to the user's manual for your card to know its specific
requirements.
If the installation program detects outdated drivers, it will suggest that you
install newer versions. These are the only versions that will allow you to play
Rayman 2.
A confirmation will be requested before installing new drivers.

4- Access path
Next, you must select the place on your hard disk where you want to install
the game. The default installation will propose "c:\UbiSoft\Rayman2\".

5- Shortcut
Next you must decide which program group will contain the shortcut for the
game. The default choice is the group "Ubi Soft Games"

Uninstall Rayman 2

There are two ways to delete the game from you hard disk.

1. In Windows, select "2 Uninstall Rayman 2" in Start/Programs/Ubi Soft


Games/Rayman 2.
2. Insert the Rayman 2 CD, start the game and select the option "Uninstall" in
the installation menu.

> Starting and leaving the game


- Once the game is installed, all you need to do is launch the game from the
Windows "Start" menu.
The default pathway is "Start/Programs/Ubi Soft Games/Rayman 2/1 To Play
Rayman 2".
The CD-ROM must be in place in the CD-ROM drive to start the game.
Once the game is started, you can access the main game menu directly (see
the “Menus” section).

- Leaving the game


Press the "Escape" key and then click on "Exit" in the menu. A confirmation
will be requested. Be sure that you have saved your session in the Hall of
Doors (see the section "Loading / Saving").
> Navigating the Menus
To move around in the RAYMAN 2 menus, use the directional ARROWS on the
keyboard. The previously validated selection appears in red. If you wish to
select another, this one will appear in yellow. To validate your selection,
press ENTER. To go back, press BACKSPACE.
To access the menu during the game, press ESCAPE.

> Selecting Your Language


Use the directional ARROWS to select the
language you wish to use and validate your
choice with the ENTER key. At any point in
the game, you can change the language
used by selecting "Language" in the Options
menu.

> Main Menu


Click on "New game" to start a new session.
"Load" and "Delete" can be selected only if
a session has been previously saved.
Click on "Options" to access the Options
menu.
Click on "Rayman2 site" to access Rayman's
Web site.

> Options Menu


To access the Options menu during play,
press ESCAPE and then click on "Options."
With this menu, you can make adjustments
so that your game functions under optimum
conditions.
Video Settings
• Click on "Resolution" to change your monitor
resolution.
• Select "Low" in order to have the lowest
resolution supported by your video card.
• Select "High" in order to have the highest
resolution supported by your video card.
• Select "Other" in order to access the list of
all resolutions supported by your video
card.
• Select "Save resolution" to save the desired resolution.
• Select "Luminosity" to make the game more bright or less bright.

Sound Settings
• Click on "Sound" to access the volume
controls.
• Click on "Music" to raise or lower the sound
level of the music using the directional
ARROWS.
• Click on "Sound Effect" to raise or lower the
sound level of the sound effects using the
directional ARROWS.

Controls

This option leads you to the "Controls" menu.


Using this menu, you will be able to adjust
your joystick if it seems to be functioning
incorrectly.
> Loading
It is possible to load a session at any moment during the game. To access one,
press ESCAPE at any point in the game.
Click on "Load" to load a previously saved session.

> The Hall of Doors & Saving


In order to save a game, Rayman must
be in the Hall of Doors.
This magic place, built long ago by the
Teensies, allows access to new worlds.
But remember, Rayman can only get to it
after travelling through an entire world.

To change worlds when you are in the


Hall of Doors, use the directional
ARROWS and enter the world selected by pressing A.

Each time you access the Hall of Doors, you will be asked if you wish to save
your progress.
If you click on "yes", your session will be saved automatically in the file
chosen at the beginning of the game. To change the file placement, press
ESCAPE and click on "Save".
To delete a saved session in order to free up the space, click on "Delete" in
the menu. A confirmation will be requested before any deletion.
T hroughout his adventures, Rayman must break open the cages that
imprison his friends. This allows him to get the Fists of Force that will make
his shots more powerful, and to collect the precious energy spheres called
"Lumz." Above all, he must find the four magic masks that will allow him to
wake Polokus, the spirit of the world.

Rayman's Air Gauge under Water


Rayman's Life Bar
Access the Knowledge
Number of Yellow Lums of the World
collected in this world and call Murphy

Icons of Fist Power Number of cages


destroyed in this world

Gauge showing how fast


Rayman is ascending or
descending under water

While playing, you can at any time press the J key to display Rayman's life
bar as well as the number of yellow Lumz collected and the number of
cages destroyed.

Total number of
Total number cages destroyed
of yellow Lumz

Masks found

You can at any time press ESCAPE to get a complete recap of the elements
collected since the beginning of the game.
You can play Rayman 2 with a gamepad or a keyboard.
Note: The gamepad and keyboard controls are default controls that can not
be modified (for the keyboard, you have the choice between a right-hand
and a left-hand control).
Target an object
> Keabords controls or an enemy and
Ctrl
move sideways
Access the Knowledge Confirm
of the World Enter a selection
and call Murphy F1
Bring the camera
Turn the camera
W End behind Rayman
to the right

Access the menu Change the


Esc O camera angle
during the game

Turn the camera


Q
to the left

Jump A

Shoot Space bar


Display
J
information
Arrows Move Rayman
on the screen
in any direction

Backspace Cancel a selection

> Camera Options


To get your bearings and find your way around, making good use of the
camera is crucial. Practice moving the camera and changing it's angles
with the help of the Q and W keys.
The Q and W keys: provide a panoramic view moving to the left or to the
right around Rayman.
The 0 key : Lets you see what Rayman sees. You can explore his field of
vision using the directional ARROWS. Just release the button to return to
your previous camera placement.
< To MOVE AROUND, use the
directional arrows in
whatever direction you wish.
To walk, press the SHIFT key (7
on the numeric keypad for
left-handers) and hold while
moving Rayman using the <
directional arrows.

< To JUMP, press A


(8 for left-handers).

To MOVE SIDEWAYS, use <


the directional ARROWS
while holding down the
CONTROL key. This is very
helpful for keeping your
enemies in sight and
avoiding their fire.

< To SWIM, point the directional ARROWS in the


direction of your choice. To dive, press Z (9 in the
setup for left-handers) and to return to the
surface, press A (8 for left-handers).
Some advice: Special care has been taken to give
Rayman total freedom of movement while he's
swimming. Take some time and practice using the
controls, as this skill will come in very handy!
To ACTIVATE THE HELICOPTER, press A
<
(8 for left-handers) when Rayman is not
touching the ground, and to stop the
helicopter, press A again.
The helicopter is helpful for landing with
precision, in the middle of a jump or during a
fall.
Remember, the helicopter can only be
activated when Rayman is in the air already. A
little advice: use Rayman's shadow to help you
to steady landing.

< To HANG ON to the edge of most walls, jump


while moving in the direction of the wall using the
directional ARROWS. Rayman will hang on to it
automatically.

To CLIMB on nets, vine-covered walls or spider webs, jump


<
while moving in the direction of the wall, using the
directional ARROWS. Rayman will hang on to it automatically.
You can then continue to move by using the directional
ARROWS. To free yourself, jump while again pressing A (8 for
left-handers).

< To CLIMB BETWEEN TWO WALLS, jump while


pressing A (8 for left-handers) and press A again
to hang on. Repeat these two manœuvres until you
reach the top.
T hroughout his adventures, Rayman will receive new powers which give him
some amazing abilities!

< To SHOOT,
press the space bar.

<
To PROGRESSIVELY INCREASE THE POWER OF YOUR SHOT,
hold the space bar down (key 1 for left-handers). The energy ball in
Rayman's hand will become bigger and bigger. When the desired
strength is attained, shoot by releasing the space bar.

< To GRAB PURPLE LUMZ, shoot them


with the space bar (key 1 for left-
handers). Once caught, you can swing in
whatever direction you wish, using the
directional ARROWS. To let go, press A (8
for left-handers).

To FLY IN HELICOPTER MODE, activate the


<
helicopter (see page 13) and leave A (8 for left-
handers) pressed down.
Not only can the helicopter be used to land you
safely, but flying in helicopter mode gives you
total freedom to fly in any direction! To stop
flying in helicopter mode, press A again.
Some advice: your trajectory can be stabilized
by pressing CONTROL. This will help you to avoid
obstacles.
Rayman is a unique character of unknown origin.

No wise man or magician can say by what twist of fate or whim of the gods
Rayman came to appear at the Glade of Dreams.

All we know of him comes from the fishermen on the Sea of Lums. After a
particularly stormy night they found him sleeping peacefully in the shade of
a palm tree. Frightened by this strange creature from the sea, they called
on the people of the forest, the skies and the waters for help. And the sun
had not yet reached the zenith when a host of beings, each one more
bizarre than the next, came tumbling over the violet sand dunes. They
watched him for a long time. "What kind of a man can he be who has neither
legs nor arms?", they asked one another. "Can he possibly
be alive?" wondered one of them when Rayman
stretched and yawned loudly.

It didn't take Rayman long to convince the people of the


Glade of Dreams of his good intentions. His energy and
good humour, his fantastical powers and love of life and
nature won over even the most distrustful of
creatures. And when he triumphed over
the evil Mister Dark*, the truth was
undeniable: Rayman was the
bravest of them all, the ideal
hero, the man for whom
friendship and laughter are
more important than anything else,
for whom the greatest victory is
measured by the extent of the
celebrations that follow it.

* Cf. the game "Rayman"


The inhabitants of Rayman's world fall in to two catagories: Magical Beings,
gifted with fantastic powers, and the people....

> The Magical Beings

$ Polokus
He is the spirit of the world, the creator of all that is and will be...
His power is such that his dreams can become reality...Long, long
ago he went away from this world, and only by reuniting the four
magical masks (see page 20) can he be brought back...

$ Ly
Ly is a fairy, and like all fairies, she possesses great powers.
Unfortunately, the explosion of the Primordial Core by the pirates
has weakened her.
When she has reunited enough energy, she can create Silver
Lumz, which give amazing new powers to Rayman.

$ The Teensies
Ancient and wise people who long ago built the Hall of Doors (see
page 10), that magical place where access is given to all the regions
of the world. Very old and a little absent minded, they have
forgotten which of them is their King, and spend much of their time
performing acrobatic dance moves to make the youngest green
with envy.

> The People

$ Globox
Adorable, if a little simple, Globox is Rayman's best friend. He has
the power to create forceful little rain storms which can be used
to put out fires or make plants grow.
With the aid of his mate Uglette, he has produced a prodigious
family: more than 650 children at last count!
$ Clark
A mountain of muscles, Clark is an army all by
himself. With one mighty blow, he
can send an entire regiment of
pirates flying.
His only weak point: a somewhat
sensitive stomach. This can cause
problems, especially when in the heat of battle, he
munches a robot that's a little too rusty...

$ Murfy
Nicknamed "The Flying Encyclopaedia," Murfy helps
Rayman by giving him loads of hints and advice. For a
short reminder of Murfy's main explanations, move
Rayman next to one of the many Stones of Thought
scattered around throughout the world (see pg 20). If you
would rather have Murfy come in-person to give you his detailed
explanations, stop by a Stones of Thought and hold down F2.

$ Carmen the Whale


A magnificent marine creature, who's job it is to
survey the depths of the ocean and deposit the
air bubbles which can be the difference between
life and death for stray plants and animals. She is
sometimes pursued by piranhas with heartburn, who
are quite fond of her air bubbles...

$ Sssssam
This young and spirited serpent is the ferryman for the Marshes
of Awakening. He helps the inhabitants waterski across the
swamps...
$ Admiral Razorbeard
The pirate leader, he is famous throughout the galaxy for
reducing over one hundred peaceful planets to cosmic dust.
Don't be fooled by his pathetic and silly appearance, his
ferocity is unmatched.
His dream? To take over Rayman's world and reduce all
it's inhabitants to slavery...

$ The Henchmen
These are the pirate's robot invasion force. Totally
devoted to Admiral Razorbeard, they enforce a reign of
terror by capturing anyone unlucky enough to cross their paths.
There exist several different models, each with it's strong and
weak points. It'll be up to you to figure them out...

$ Guardian of the Cave of Bad Dreams


A terrifying monster who's job it is to guard the subterranean
grotto where the creatures, stemming from nightmares of
Polokus, are locked away. No one has dared to venture within
the Cave of Bad Dreams, even though it's rumored to contain
an even more precious treasure...

$ The Zombie Chickens


We can no longer even keep track of all the sinister results
provoked by the arrival of the pirates : disturbances in
overall harmony, the proliferation of piranhas, giant
spiders and caterpillars, etc....
Terrified by all these events, the hens began laying deadly
eggs, out of which burst the horrible Zombie Chickens...
> Cages
The pirates have imprisoned many inhabitants in these little cages sealed
with vital energy. Breaking 10 cages increases Rayman's Life Bar.

> Kegs
Filled with gunpowder, they explode at the smallest shock. The more
advanced models can even fly...

> Shells
Built by the pirates, these are mule headed missiles which can only be
subdued by extreme patience. Most have legs, some can fly.

> Plums
These strange fruit have several purposes. You can throw them at your
enemies, climb onto them and move around by shooting in the opposite
direction, and even float through lava fields on them...

> Magic Spheres


Found on pedestals of the same colour, Magic Spheres open the doors to
mysterious temples...

> Sparadraps
Mediocre at best architecturally, the pirates are obliged to reinforce their
constructions with sparadraps. The wooden sparadraps are very fragile but
the metal ones will only yield to an explosive.

> Switches
The Pirates have cluttered the environment with switches which activate
strange machines and open various doors. To make it work, just shoot at it.
> The Stones of Thought
The Stones of Thought provide a telepathic link to Murfy.
Whenever Rayman needs a little help or advice, he should
approach one of the Stones, and Murfy will appear in his mind.

> Magic Doors


Present at the beginning and the end of a world, they take you
to the Hall of Doors (see page 9) if you go through them.

> The Power Fist


Having the Power Fist makes Rayman's shots more powerful.
Attention: if Rayman dies or gets hit, he loses part of the
energy in his Power Fist. After three such losses, his shots go
back to normal power.

> The Four Masks


These magic masks were hidden inside secret and mysterious sanctuaries.
The ancient legends say that whoever can reunite the four can awaken
mighty Polokus....

Keep an eye out, as there are many secret doors and passageways
that lead to unknown worlds where you can find fabulous treasures
and perhaps become more powerful...
> The Lumz
Lumz are very powerful shards of energy. Each colour has it's own
special powers...

• Yellow Lumz
These are the 1000 shards broken from the Primordial Core when the pirates
exploded it. When Rayman has collected enough of them, he'll be able to
negotiate his entry into new worlds.
In addition, they contain precious knowledge. The more Rayman can gather,
the more he knows of the secrets of the world. At any moment in the game,
just press F2 to read new information provided by the Yellow Lumz.

• Super Yellow Lumz


Ancient Lumz recognizable by their larger size and big smiles. They are five
times more powerful than normal Yellow Lumz.

• Red Lumz
Packed with vital energy, they restore Rayman's Life Bar.

• Purple Lumz
By shooting them, Rayman can grab onto them and swing from one to
another, thereby crossing vast areas without touching the ground.

• Blue Lumz
Oxygen rich, they restore Rayman's Air Gauge when he's moving under
water.

• Green Lumz
These lumz are very special. They record Rayman's progress. If he should
die, he will appear at the place where he last took a Green Lumz.

• Silver Lumz
The Silver Lumz are fashioned by Fairies. They give new and amazing
powers to Rayman…
ORIGINAL CONCEPT ARTISTIC DIRECTOR INFODESIGN
MICHEL ANCEL MICHEL ANCEL SEBASTIEN DEZAUTEZ
FREDERIC HOUDE YANNICK GERBER
GRAPHICS ARNAUD GUYON
PROJECT MANAGER ALEXANDRE GATTO MICHAEL JANOD
STEVE MCCALLA ARNAUD KOTELNIKOFF GREGORY PALVADEAU
With : XAVIER PLAGNAL
JEAN-CHRISTOPHE ALESSANDRI MICKAEL VEAUDOUR
ENGINE PROGRAMMING With :
FLORENT SACRE
OLIVIER ALBIEZ
CELINE TELLIER NICOLAS CHEREAU
FABIEN BOLE-FEYSOT
PAUL TUMELAIRE OLIVIER DAUBA
GUILLAUME CLEMENT
CHRISTOPHE BOURGES OLIVIER DIAZ
MICHAEL DE RUYTER
NICOLAS CARRE JEAN-CHRISTOPHE GUYOT
BENOIT GERMAIN
FLORENCE CHARPENTIER YANN MASSON
YANN LE GUYADER
NICOLAS DAIRE
CHANTAL OURY
FABRICE HOLBE ANIMATION
FABRICE PEREZ
PIERRE-HENRY LAPORTERIE JACQUES EXERTIER
GUILLAUME SOUCHET
YANN LECLERC ALEXANDRE BADUEL
JACQUES THENOZ
CHRISTOPHE PIC FRANCOIS COTE
CARLOS TORRES
STEPHANE ZINETTI JOSEPH NASRALLAH
MARC TRABUCATO
And :
With : PHILIPPE ARSENAULT
SEBASTIEN BICORNE ERIK BRANZ
CHRISTOPHE BEAUDET
DENIS CAPDEFERRO SEBASTIEN BRASSARD
FREDERIC COMPAGNON
GEOFFROY DE CRECY JENNIFER DICKIE
CHRISTOPHE GIRAUD
DAVID GARCIA CHRISTIAN DION
JEAN-MARC DROUAUD
YANN JOUETTE JEAN-SEBASTIEN DUCLOS
VINCENT LHULLIER
EMMANUEL VILLE JAMIE HELMAN
YANN LE TENSORER
AGATA WIERZBICKI PHIL HOLLOWAY
ALEXIS VAISSE
MARC FASCIA FRANCOIS LAPERRIERE
THIERRY QUERE GRAPHIC RESEARCH SEAN LEBLANC
ALEXANDRA ANCEL MICHAEL LININGTON
HUBERT CHEVILLARD CARLA PRADA
SPECIAL THANX TO
ALLAN TREITZ
N64 PROGRAMMING TEAM MIKE ZINGARELLI
FREDERIC BALINT
GAME DESIGN
STEPHANE HILBOLD
XAVIER BILLAULT CINEMATICS
OLIVIER PALMIERI
OLIVIER DIDELOT
With : STORYBOARD
HELENE POKIDINE
FREDERICK GAVEAU PATRICK BODARD
FRANCOIS QUEINNEC
SERGE HASCOET
ALAIN ROBIN
ZORAN MILISAVLJEVIC
OLIVIER SAILLANT ANIMATION
VINCENT MONNIER
MARC VILLEMAIN DAMIEN BARRANCO
JEAN-CHRISTOPHE PETIT
JEAN-YVES REGNAULT
CHRISTOPHE THIBAUT
PHILIPPE VINDOLET
ADDITIONAL THANX TO JEAN ZAPPAVIGNA
T-TROUBLE
PROGRAMMING TEAM
INTEGRATION TEST WW STUDIOS
OLIVIER SOLEIL JONATHAN PEPIN MANAGERS
ALAIN GAGNON DOMINIQUE BORDENAVE
SCENARIO AND DIALOGS RAPHAEL FRANCOEUR CHRISTINE CHOSSON
DAVID NEISS ALAIN CHENIER CYRIL DEROUINEAU
JEAN-SEBASTIEN LABRECQUE ERIC HUYNH
FREDERIC BLATTMANN DIDIER LORD
BASED ON A STORY BY FREDERIC LAPORTE VINCENT PAQUET
MICHEL ANCEL PIERRE-YVES SAVARD ERIC TREMBLAY
JONATHAN D'ANJOU
AMERICAN ADAPTATION LOCAL STUDIOS
DAVID GASSMAN TOOLS MANAGERS
BERNARD LEFEBVRE JEROME ANTONA
SOUND DESIGN CORNELIU BABIUC AHMED BOUKHELIFA
LAMBERT COMBES MIRCEA DUNKA SYLVAIN BRUNET
ROMAIN HIS IONUT GROZEA SANDRINE MAIGRET
GREGOIRE SPILLMANN CRISTI PETRESCU GILLES MONTEIL
With : NICOLAE SUPARATU
OLIVIER BONNAFY MIHAELA TANKU SITES MANAGERS
GEORGE BALTATANU
ANNECY
MUSIC BY DAN DRAGAN
DANIEL PALIX
ERIC CHEVALIER CATALIN DUMITRESCU
MONTPELLIER
JOEL GREGOIRE
MICHEL ANCEL
CHRISTOPHE MARTINAUD
SOUND EFFECTS CRISTI RIZEA MONTREAL
TALK OVER PASCAL RUIZ CHRISTOPHE DERENNES
PHILIPPE TOUILLAUD MONTREUIL
SOUND ENGINEERING ESTELLE PARENT CHRISTINE BURGESS
MARTIN DUTASTA
With :
3D PLUG-INS PRODUCTION
LIONEL BOUHNIK GERARD GUILLEMOT
DANIEL RAVIART

DATA MANAGEMENT 3D RESEARCH PUBLISHING


MALIKA SAHLA YVES GUILLEMOT
PHILIPPE VIMONT
FRANCK SERVETTAZ
GUENAELE MENDROUX
With : MARKETING DEVELOPMENT
NARY-TIANA ANDRIAMAMPANDRY LAURENCE BUISSON MICHEL GUILLEMOT
HANANE SBAI AXELLE VERNY
And : SARAH BINCLIFFE SPECIAL THANKS TO
TARIK MLAHI THE FORMER
MANAGEMENT TEAM
GREGOIRE GOBBI
NATHALIE PACCARD

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