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  • Executive Meddling: Rayman was originally designed exclusively for the Atari Jaguar, with a planned release date of 1994. As the game neared completion, however, Ubisoft decided to make the game multi-platform... and delayed the release of the Jaguar version until a year later, one week after the PlayStation version was released. A similar situation later happened with Rayman Legends
  • Port Overdosed: Not as much as Rayman 2, but still quite a lot of ports.
    • Originally released for the Playstation, Sega Saturn, Atari Jaguar, PC, and MS-DOS.
    • Rereleased on PC and DOS as Rayman Designer (which included new levels and a level designer), Rayman Forever, Rayman Gold, and Rayman Collector (all bundles which include Designer and a variable number of fan-made levels).
    • Borderline remade on the Game Boy Color to have shorter levels and a revamped map and Mr. Dark fight.
    • The PC version was ported on the Game Boy Advance as Rayman Advance with a number of features removed or changed to fit the system's specifications.
    • Released to the Pocket PC as Rayman Ultimate.
    • The Nintendo DSi received a port similar to Rayman Advance with all of the original's features intact, as well as a mission mode.
    • Ported to Apple iOS and Android as Rayman Classic.
    • And a bunch of other bundles and collections paired with other games in the series.
  • What Could Have Been:
    • The game originally started out on the SNES but it shifted to the Jaguar for the more advanced processing power.
    • The original concept of the game was that Rayman is a ten-year-old kid named Jimmy, who got sucked into Hereitscool, a world he has created in his computer. Mr. Dark was conceived as a virus or a glitch in the program. Even the game's character sprites and inner code still has his early name in it. This idea was scrapped to make the game more timeless and to match up with the nature and fairytale themes the game has. Mr. Dark's early concept would be confirmed as on in the canceled Rayman 4 as a reference to this.
    • One piece of early concept art shows that Rayman was originally designed with limbs, but this was dropped for technical reasons. However, this became such a part of his character that later games stuck with the limbless design, even as everyone else got limbs.
    • One of the game's earliest iterations on SNES involved two player co-op with a fatter, redder Rayman and an unnamed blue counterpart. The concept appears to have been dropped fairly early in its lifespan, since all that exists of this version of the game are a handful of screenshotsnote  and a very brief proof-of-concept demo.
    • Early builds of the game featured a counter that appears to have kept track of how many Antitoons the player had killed, making it possible that the original goal of the game was to destroy all of the Antitoons instead of saving the Electoons.
    • Multiple prototype screenshots indicate that Skops was supposed to be the very first boss in the game, which likely explains why he's such a Breather Boss in the final game where he's in the penultimate world.
    • There were ports of the game planned for the 32X, Super Nintendo Entertainment System, macOS, Amiga and Gizmondo, but all of them were scrapped.

Alternative Title(s): Rayman 1995

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