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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/rayman_boxart.png]]
[[caption-width-right:350:"YEAH!"]]

->"''In Rayman’s world, nature and people live together in peace. The Great Protoon provides and maintains the harmony and balance in the world. Sorry Folks, this apparently can’t last. (Do you want to play or what?)''"

->"''... one fateful day, the Great Protoon is stolen by Mr. Dark, an evil being! The Electoons who used to gravitate around it lose their natural stability and scatter all over the world! Troublesome, isn’t it? (and untidy, too!)''"

->''"In this now-unbalanced world, strange phenomena begin to occur: freaks and hostile characters appear, capturing every Electoon they can find! They definitely need a HERO to save them now, don’t you think?''"

->''"Rayman must recapture the Great Protoon from its mysterious kidnapper, free the Electoons and reassemble them all to restore the world’s harmony.''"

->''"But will the bad guys let him do it?... After all, he doesn’t have arms or legs... but don’t panic, neither do the bad guys.''"

-->--Game Manual & [[https://www.youtube.com/watch?v=NEu0o6cGUPM Jaguar Opening]][[note]](The Magician narrates a variant of this story in versions with an [[https://www.youtube.com/watch?v=S1e6H2jbHNg animated intro)]][[/note]].

The debut game of [[VideoGame/{{Rayman}} the limbless wonder]], created by Creator/MichelAncel and Creator/UbiSoft and released in 1995 for the UsefulNotes/AtariJaguar, [=PS1=], UsefulNotes/SegaSaturn, and MS-DOS, and later saw releases on UsefulNotes/GameBoyColor, UsefulNotes/GameBoyAdvance, PSN, UsefulNotes/DSiWare and another PC re-release.

The game is a not-so-typical side-scrolling platformer, where Rayman has to travel across several expansive worlds as he battles the forces of the evil Mr. Dark (who has stolen the [[MacGuffin Great Protoon]] and thus has thrown the world into chaos), and frees the imprisoned Electoons from their cages, all while learning new abilities from the benevolent Betilla the Fairy along the way.

This debut game is notable in that, prior to the ArcWelding of ''VideoGame/RaymanOrigins'', this and its sequel ''VideoGame/{{Rayman 2}}: The Great Escape'', were almost [[EarlyInstallmentWeirdness completely separate in terms of tone, content and even gameplay]], being much more lighthearted and childish, as well as [[NintendoHard more difficult,]] and having a [[ExcusePlot much lighter story]] and smaller cast. It should be stressed again how difficult this game was. No, [[https://venturebeat.com/community/2013/11/11/rayman-the-most-punishing-game-on-the-psone/ really]].

There also exists an EdutainmentGame version of Rayman titled "Amazing Learning Games with Rayman" for the PC and "Rayman Brain Games" for the [=PS1=], where it features simpler (but still challenging) platforming sections, a LighterAndSofter rewrite, most (if not all) Rayman's abilities available from the start, and an actual ending.

There's also a FanRemake called ''VideoGame/RaymanRedemption'', [[https://gamejolt.com/games/raymanredemption/340532/ which was released for free download in 2020.]]

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!!Tropes:

* AbilityRequiredToProceed: Rayman can only walk, jump, crawl and make a funny face at the very start of the game. As he progress through the game, he gains helpful new abilities, including the ability to punch and swing, grab ledges, use his hair as a helicopter and run.
* AbnormalAmmo: The hunter enemies shoot bullets at you—out of which a mechanical arm wielding a wooden mallet swings at Rayman's head as it passes by.
* AdvancingWallOfDoom: Mr. Stone, Mr. Sax, and Moskito (with a giant spiky fruit) all have this type of level.
* AllThereInTheManual: The PC version of the game doesn't state anywhere that the two Moskitos are not the same character. Considering Mr. Stone and Space Mama also appear in two different levels, the common assumption is that the two identical looking insects are in fact the same. In some versions of the game, the "bad" Moskito is given a unique red coloring, but in other versions, he has the exact same colors as the "good" Moskito, further contributing to the confusion.
* AlphabetSoupCans: The EdutainmentGame version, where choosing the right answer will progress you, while choosing the wrong answer will lead to instant kill traps.
* AmericanKirbyIsHardcore: The Japanese release inverts this -- while the original cover art isn't exactly "hardcore", [[http://raymanpc.com/wiki/script-en/images/0/01/Rayman_PS1JAcov.jpg the Japanese cover art]] uses a bright red balloon-like font for the title and depicts the characters (most obviously Rayman himself) in a slightly more super deformed style.
* AntiFrustrationFeatures:
** The Save Feature and PasswordSave retains the exact number of lives and continues the player has at the time of saving. If used with discretion, it's possible to stock up on lives early on and then [[SaveScumming save scum]] from there as much as possible.
** Unlike the Jaguar version (which was the initial version of the game), the PS1 and Sega Saturn ports of the game allow Rayman to keep the Speed Fist and/or Golden Fist even if he takes a hit, with him only losing them if he dies.
** The game has what the developers call "[[WesternAnimation/WileECoyoteAndTheRoadRunner Coyote Time]]", where you're given a grace period after Rayman leaves a ledge to perform a jump.
** The GBA port makes numerous changes to alleviate the game's grueling difficulty; Rayman now has an extra hit point, you no longer lose all your Tings when you die, you can see trigger zones that make objects appear (they show up as little twinkles), and the knockback damage of the original versions of the game has completely removed, making it ''much'' easier to avoid getting thrown off a platform. The game also allows up to move the camera upwards (and slightly downward) to help compensate for the screen view getting scrunched to 1/4th of its original size. Some parts of the levels are tweaked (or in the case of Bongo Hills, straight up removed) to make them easier as well.
** The [=DSi=] port ''increases'' the knockback damage, but likewise makes some changes to alleviate the game's tough difficulty; like with the GBA port, you don't lose your Tings when you die, and you only need 50 for a life, not 100. The number of hit points has been increased to six (default) and ten (extended), the number of continues are increased to 30, there are more checkpoints, and you can skip sections of a completed level by pressing Select, which reduces the amount of backtracking for the missing cages.
* AttackItsWeakPoint: Punch Space Mama and the Mr. Dark boss fusions in the face.
* AWinnerIsYou: The ending to this game consists of a [[https://www.youtube.com/watch?v=GUds5Z6MRtE 16 second clip]] of fireworks and the Magician announcing "You've done it, you've saved THE WORLD!". [[SarcasmMode A wonderful reward]] considering how much bloodshed is involved in GETTING to the ending. What's even worse is that ''Rayman Forever'' had too much content packed on the disc to get the cut scenes in, so all you get are the ''end credits''. The EdutainmentGame version ended with Rayman being celebrated for his success of returning the Book of Knowledge.
* BackgroundMusicOverride: Get a DoubleKnockout during a boss fight and on your next life, the title screen music replaces that of the current boss fight.
* BandLand: The TropeNamer.
* BigDamnHeroes: During the final boss battle, Mr. Dark has stolen Rayman's fist and has him trapped between two pillars of fire, and is just about to roast him, when two Electoons fly in and drop Rayman's fist to him, canceling out the flame and getting Rayman ready for the real battle.
* BigYes: Every time you complete a level, a hilarious and satisfying "YEAH!" is heard as part of the level complete jingle [[note]](but not in the Jaguar original version)[[/note]].
* BlackoutBasement: The first area of Eat At Joe's, where all you can see is a light around your fist.
* BonusStage: If you find the Magician in a level, you can pay him ten Tings to enter a bonus stage, in which you must collect all Tings in an obstacle course before the timer ends.
* BossArenaIdiocy: To damage Mr. Stone, punch the totem pole's head onto him.
* BossRemix: Mr. Stone's battle theme is remixed from the Blue Mountains theme.
* BossRush: The final boss fight consists of defeating three different fusions of previous bosses. Picture City and Space Mama's levels also use this.
* BossTease:
** "Allegro Presto" has a brief encounter with the boss of Band Land, Mr. Sax. A couple levels later, and you get to properly fight him in "Mr. Sax's Hullabaloo".
** Mr. Stone, the boss of Blue Mountains, is first encountered in "Twilight Gulch", though the encounter amounts to a [[AdvancingWallOfDoom chase level]] since Rayman can't directly harm him as is. You get to fight him on his own terms in "Mr. Stone's Peaks".
* BookEnds: Y'know the mosquito that served as the first boss? Yeah, he's the final segment of the final boss rush.
* BubblegloopSwamp: Pink Plant Woods is this, mixed with elements of JungleJapes.
* CardCarryingVillain: Mr. ''Dark''.
* ChargeAttack: Rayman's sole means of attack is to wind up his fist and then launch them at an enemy--tapping will simply launch the fist a short distance, while charging it will send it flying several feet away--this can also be used to grab power-ups that are too far away for Rayman to directly reach. He can also collect power-ups (the Speed Fist or the Golden Fist) to either make his attack go faster or do more damage.
* CheckpointStarvation: Not only must you clear multiple segments in each level before you can return to the map and save your game, but in each level there will only be one photographer (if at all). The [=DSi=] port mitigates this by adding more Photographers into the game's levels.
* ChuckCunninghamSyndrome: Apart from the titular hero, none of this game's characters appear in the next two sequels. Some of them reappeared a decade later in ''VideoGame/RaymanOrigins''.
* CollisionDamage: There are very few things or beings that Rayman can touch without taking a hit.
* ContinuingIsPainful: Rayman loses all of his Tings upon losing a life (except in the [=GBA=] and [=DSi=] versions.
* CosmicKeystone: The great Protoon, the MacGuffin stolen by Mister Dark, provides and maintains the harmony and balance in the world.
* CriticalExistenceFailure: When Rayman dies, his body turns into a bunch of Electoons which fly off.
* DefeatMeansFriendship: The level after you beat the pink Moskito requires you to cooperate with him. He even goes on a vacation with many of the enemies and bosses during the credit sequence.
* DieselPunk: The stakes appear to be combustion-powered life forms.
* DifficultySpike: The Dream Forest is very generous with its powerups, and not [[EverythingTryingToKillYou everything is trying to kill you]]. However, Band Land starts with the Bongo Hills, a six-part level with some freakishly MalevolentArchitecture (most notably tons and tons of barbed musical notes). And again when you hit Picture City.
* DoomyDoomsOfDoom: Mr Dark's one and only line:
-->''"You're doomed, Rayman..."''
* DualBoss: Mr. Dark's third form consists of two flying Space Mamas.
* EarlyInstallmentWeirdness: To the point where fans speculated whether this game and ''Rayman 2'' were set in an AlternateContinuity, until ''Origins'' confirmed both games take place in the same timeline. For instance: Rayman had SphereEyes and wasn't the only one of his kind, Globox, the Teensies and the Lums didn't exist and The Magician, who was a Teensy in ''VideoGame/RaymanOrigins'', was originally part of Rayman's race. Gameplay wise, Rayman doesn't start out with his helicopter hair, which can throw off newcomers who played the sequels, where that power is a default gameplay mechanic.
* EdutainmentGame: Titled ''Amazing Learning Games with Rayman'' for the PC and ''Rayman Brain Games'' for the [=PS1=], the game features simpler (but still challenging) platforming sections, a LighterAndSofter rewrite, most (if not all) Rayman's abilities available from the start, and an actual ending.
* EleventhHourSuperpower: [[DownplayedTrope It's easy to miss]], but in the final fight you retain your golden fist even when you die.
* EventFlag: There are sparkles in levels that make a unique sound when touched. They can unblock paths and spawn enemies and gimmicks.
* EverythingTryingToKillYou: Giant mosquitoes and crickets? Check. Pointy shards of rock with eyes that fly towards Rayman if he crosses their line of vision? Check. Music notes and giant drumsticks? Thumbtacks and pencils? The game is full of this.
* EvilCounterpart: The Antitoons to the Electoons, and possibly the Bad/Dark Rayman (which was added to disc-based releases) to Rayman himself.
* ExtendedGameplay: Saving all the Electoons in the Game Boy Color port unlocks an extra set of levels. Clearing those allows you to freely play the bonus levels.
* FakeDifficulty:
** In the Atari Jaguar version of the game, Rayman loses the Speed Fist and/or Golden Fist if he so much as ''takes a hit'', not just when he dies like in other versions of the game. The controls are noticeably less responsive too, which is '''not''' a good thing in a game that demands such precision platforming.
** While the GBA port of the game does make some changes to relax the games grueling difficulty, it trades it off by [[ScreenCrunch crunching the screen view to 1/4th of its original size]], making it significantly harder to see offscreen platforms, enemies or obstacles in time. While they did have the foresight to include the option to move the camera up or down more to compensate for this, it only helps so much.
* FloatingLimbs: Rayman was originally drawn with limbs in early concept art, but these were discarded in order to make Rayman easier to animate. Curiously, unlike the games from ''VideoGame/{{Rayman 2}}'' and onward, Rayman's limbless design is not unique to himself, but is shared with many other characters and enemies in the game.
* FloatingPlatforms: Pink Plant Woods is full of these.
* FollowTheMoney: The Tings sitting around are a very good indicator of where to go or trigger for making an Electoon cage appear.
* FrickinLaserBeams: Space Mama and her dreaded rolling pin the second time you fight her. Also one of the parts in the Final Boss Rush, which is even worse since it's a Dual Boss.
* FungusHumongous: The giant mushrooms in Pink Plant Woods.
* FusionDance: All of Mr. Dark's forms after the first are mash-ups of the previous bosses.
* GameBreakingBug: In "Mr. Dark's Dare", its entirely possible to get Rayman and the frying pan stuck in place while landing in a very specific spot by a cliff, softlocking the game and thus forcing the player to reset.
* GenericDoomsdayVillain: Mr. Dark. He has no clear personality or motive at all beyond being a bad guy who causes chaos in Rayman's World for the hell of it.
* GettingCrapPastTheRadar: Rayman and Bzzit's victory animation at the end of the flying section is [[spoiler:Rayman subtly showing off his large genitals.]]
* GimmickLevel
* GottaCatchEmAll: The Electoon cages. It's ''required'' to even clear the game. And there's a ''lot'' of them - '''102''' to be exact. Forgot a cage in "Eat at Joe's"? Go get it, lazy bum, or no end for you! Some of them can be a real pain in the neck to find.
* GuideDangIt: Electoon Cages. You need to open [[LastLousyPoint all 102 cages]] to access the final stage. However, there are some cages in the game that are invisible until you find the triggers for them, which are also invisible. Not even knowing the sound cue helps, because they can also trigger other things.
* GuiltBasedGaming: If you lose all your lives, Rayman will be shown walking down a alley that's grim and corrupted on the left side. You'd better press START to Continue playing before he staggers to the GameOver side, or else!
* HarderThanHard:
** Lets put it this way; merely ''finishing'' most of the levels is hard enough--trying to find every last Cage in them while you're at it is guaranteed to make you throw your controller at the TV at points.
** Enemies love to trap you in this game. They tend to trigger when walking on certain pixels, spawning out of thin air right behind or in front of you.
** In the original versions of the game, you only have 3 hitpoints, temporarily 5 if you manage to find a power-up. Though the [=GBA=] port bumps it up to 4 (6 with a power-up) and the [=DSi=] port makes it a much more reasonable six by default, which can likewise be upgraded to 10.
** Not only is some of the platforming really difficult and usually an instant death upon failure, you'll only unlock some much needed abilities like gliding, grabbing onto platforms and running (yes, really) much later in the game.
** You start with 5 lives and 5 chances to continue should your game be over by losing all your lives, each providing another 5 lives.[[note]]But should you be ''down to your last 3 chances to continue'', you can get 10 more by pressing Up, Down, Right and Left after choosing to continue.[[/note]] There are lives to be found in (often very) hard to reach places, but these won't save you from inevitably running out, and the 1-ups don't respawn. Grinding for Tings is the only sure option to stack up on lives, but can take a while, and death instantly sets your counter back to zero in the original versions of the game (the [=GBA=] and [=DSi=] ports allow you to keep your Tings upon death, and the latter makes it so that you only need 50 Tings for an extra life). Saving the game with passwords or on your memory card also saves your progress in lives and chances to continue, so it's easy to screw up and be forced to start all the way from the beginning. Some of the bosses, such as Space Mama, can easily take away 25 lives by themselves.
* HeartContainer: The big Power item extends Rayman's HP meter by two. It is lost if he dies.
* HelicopterHair: Rayman gets this in ''Band Land'', and in one level of ''Blue Mountains'', as well as a couple of others in Picture City, it can be used to let him fly.
* HitPoints: Defaulted as three, but can be temporarily increased to five with power-up that lasts until you die. In the GBA version the default is 4 and can be increased to six. The [=DSi=] edition then made things easier by making six the default and ''ten'' - not eight, the maximum value.
* OneHundredPercentCompletion:
** Required in order to enter the final level.
** The Gold expansion for the PC version required this in every level for the goals to appear.
* InterfaceScrew: Halfway through the final level in the [=PS1=] and Saturn versions, Mr. Dark first reverses Rayman's controls, and then forces him to run constantly. Oddly, this does not happen in the Jaguar version of the game.
* InstantWinCondition: Reaching a sign and initiating the victory jingle will stop incoming attacks or hazards like rising water or lava, enemies or bosses chasing you, or airborne attacks of any variety. And if you grab the last Ting in a bonus stage, you'll win even if you jumped off a cliff to get it.
* ItsAWonderfulFailure: If you run out of chances to continue, Rayman either starts coughing and drops dead, or tumbles around and falls on his ass angrily and your game is over for real!
* LargeHam: The Magician from the animated intro.
-->''"The Electoons, who used to gravitate around it, lose their NAT-ural stability and scatter ALL OVER THE '''WORRRRRRRRRRRRRRRRRRRRRLD!!''' Troublesome, isn't it? And untidy, too."''
* LastLousyPoint:
** In order to reach the last level, you need to find all 102 cages (six in each of the seventeen levels). See GuideDangIt and GottaCatchEmAll for more information on how frustrating this can be.
** In the ''Gold'' expansion this applies for every level. The level goals won't appear until everything has been found.
* LawOfOneHundred: Collecting 100 Tings nets you an extra life.[[note]]In the [=DSi=] version, this is reduced to 50.[[/note]] You're gonna need 'em.
* LeaningOnTheFourthWall: The Photographers in the Nintendo [=DSi=] version will take a literal picture of you using the system's camera.
* LethalJokeWeapon: Although Rayman's Grimace ability may seem useless at first, you can use it against Tall Livingstones to send them [[ScrewThisImOuttaHere running for their lives]]. Unfortunately, it gets replaced by the Run ability after you defeat Mr. Stone.
* LevelAte: Candy Chateau.
* LevelEditor: In ''Rayman Designer'', a pseudo-sequel exclusively for PC. It's actually deceptively robust, especially once dedicated fans figured out how to enable DummiedOut content.
* LevelGoal: Exit signs.
* MarathonBoss: The final boss.
* MarathonLevel: Nearly all of the levels have multiple segments of varying lengths, but some of them are notorious for being extremely difficult and long compared to the the others. Eat At Joe's and Bongo Hills are infamous for this.
* MercyInvincibility: Sometimes taking a hit can take Rayman past an opponent.
* MirrorMatch: The Dark Rayman in the last level of most versions, though you don't have to fight him. He copies everything you do, and touching him causes both of you to die instantly. The only way to win is to beat the level, at which point he collapses and "dies" like Rayman does.
* MisguidedMissile: An interesting form of this is used in the fight against Mr. Skops. Rayman uses his fist to boomerang Mr. Skop's energy balls back to him.
* MoodDissonance: Mr. Dark resides on Candy Chateau, a quite colorful and sweet location with carnival music.
* MuzzleFlashlight: The first stage of the level "Eat At Joe's" involves using a magical firefly attached to your fist to light up a small area around wherever Rayman's fist happens to be at the time. Since Rayman shoots out his fist as a projectile to attack, it's quite possible to throw a punch and learn more about the surrounding area by watching its path. Note that since the light follows the fist, however, you won't be able to see Rayman himself until the fist returns to him a moment later—which can cause a lot of accidental deaths if you're not paying attention.
* NewPowersAsThePlotDemands: In one level, you are given a magic seed that lets you grow plants to use as platforms. Also featured is magic potion that lets you fly indefinitely, only seen for four level segments in the entire game. And the first part of the dreaded "Eat at Joe's" gives you a magic firefly.
* NewWorldTease: Twilight Gulch, if you didn't get the grabbing power from Pink Plant Woods yet.
* NighInvulnerability:
** Mr. Sax, the boss of Band Land, can't be directly harmed by Rayman's attacks. You have to bait him into launching a sour note at you, which can then be sent flying back with a punch to damage him.
** Mr. Stone, the boss of Blue Mountains, is [[NoSell completely immune to Rayman's fist attack]]. Your first encounter with him in "Twilight Gulch" just has you running away from him, while the fight against him in "Mr. Stone's Peaks" requires you to reach and smack a giant totem pole into Mr. Stone to damage him.
* NintendoHard:
** Just try to play through the entire game without ever using up a continue or getting a game over, even with dozens of one-ups all over the place. Both the GBA and [=DSi=] port went out of their way to make changes to make the game's difficulty more bearable, but even those are still plenty hard. It doesn't feel as if there was a drop in difficulty even in those versions. Partly the reason for why this game is so damn hard is because it was NEVER play-tested to check for things like this trope--its designers were hardcore gamers as opposed to green players just learning the basics, and it ''shows''.
** The ''Gold'' expansion makes things worse by forcing the player to collect everything in its levels. If you lose all your lives trying to find that last lousy point, [[ContinuingIsPainful you'll have to do everything again.]]
** The EdutainmentGame version (Rayman Junior), while greatly toned down in terms of platforming difficulty, is still challenging at times.
* ObviousBeta: While technically not one, the Jaguar original certainly ''feels'' like one compared to its ports, although it does manage to have some exclusive features not seen in later versions. On top of that game, the game as a whole was never properly playtested, and the absolutely sadistic difficulty shows for it.
* OneUp: In the form of Rayman-shaped trophies... and by [[LawOf100 collecting 100 Tings]] (or 50 in the [=DSi=] version).
* OrcusOnHisThrone: Mr. Dark doesn't do much to stop Rayman from reaching his lair, despite stalking him with binoculars. After Space Mama, however, he does capture Betilla.
* PaletteSwap: In some versions of the game, the Moskito (the boss of The Dream Forest) and Bzzit (the miniboss and eventual friend) look identical other than their colors. But in other versions they look completely identical. Naturally, this has led to some confusion and some players have believed them to be the same character. They're not.
* PixelHunt: Just TRY to find all of the Electoon cages by yourself. Especially nerve-wrecking since half the time they appear out of thin air.
* PlotCoupon: The Electoon cages.
* PowerFist: The Golden Fist and Speed Fist power-ups you can find.
* ProactiveBoss: Mr. Sax, Mr. Stone, and Mr. Dark are all this.
* PunnyName: The "Electoons" that orbit the Great "Protoon" and whose evil counterparts are called "Antitoons". Okay, that last one is less obvious (it's most likely a reference to anti-matter, though "anti-electrons" are more commonly called positrons), but still...
* ReformulatedGame: The UsefulNotes/GameBoyColor version has a unique set of levels, and unlike in the main console versions, you ''do'' actually get to fight Mr. Dark himself at the end of the game as opposed to his MixAndMatchCritters.
* RiseToTheChallenge: There are at least two levels where you have to go up and up to avoid rapidly rising water, and the first part of the Mr. Skops boss battle does a rather similar thing with lava.
* RocketPunch: Rayman's main attack is throwing extending punches with his floating hands. By winding up via holding down the Button, he can throw his fist further to hit far-away opponents. After beating Moskito, he can also use it to swing from floating rings and grab 1-ups.
* ScaryScorpions: The penultimate boss, Mr. Skops is a giant red scorpion who attacks Rayman on sight by launching his claw at him, trying to knock him into lava and shoot him with his stinger.
* SceneryPorn: The environments are lavish in detail and color. The back of the game's packaging even boasts about the game using 65,000 colors!
* ScreenCrunch: ''Rayman Advance'', the GBA port, had it bad. The original game had big, detailed sprites that didn't translate over to the GBA's screen very well. Rayman's sprite takes up ''a fourth'' of the resolution, leading to a lot of [[LeapOfFaith leaps of faith]]. The first boss is the worst instance of this. In the original, you had a lot of space to move, but thanks to the GBA's lower resolution, the arena became [[https://static.tvtropes.org/pmwiki/pub/images/rayman_advance_usa_enfrdeesit_1594999488089_5.png ridiculously small]]. The developers were kind enough remove certain obstacles throughout the game and get rid of the {{knockback}} but it only helps so much.
* SchmuckBait: Hey, let's try to get this upgrade item surrounded by enemies and spikes above a BottomlessPit! WhatCouldPossiblyGoWrong
* SelectiveGravity: Tings and miscellaneous power-up items found in the game are a perfect example of this.
* SequenceBreaking: Of sorts. You can get the helicopter ability before you get the grappling ability which makes some platforming parts of Moskitos Nest a little easier. However, there is absolutely ''no way'' to get past the first stage of Twilight Gulch without the grappling ability from Moskito's Nest.
* SkippableBoss: You can skip Mr Sax by breaking all the six cages in the first level, avoiding the photograph, killing yourself after the last cage and going back to the world map. In some versions of the game you can also skip Mr Skops by doing the same trick but not on [=PS1=] where there isn't the panel to go back to the map.
* TheSmurfettePrinciple: Space Mama is the only female boss here.
* SoundCodedForYourConvenience: Especially important in the first game, where a very short, specific sound indicates that you triggered something to appear. It's also possible to recognize what kind of enemy is just off-screen with this, since some of them make specific sounds when they idle or initiate an attack, like the hunters and zooming antitoons.
%%* SphereEyes
%%* SpikesOfDoom: The game ''loves'' these.
* SuperDrowningSkills: Rayman can't swim in this game, so falling into water—heck, even touching the surface of any body of water—instantly causes Rayman to sink under the surface and drown.
* SurpriseDifficulty: A beautiful valley, calming music and a casually walking hero. What could go wrong? The first level lulls you into a sense of calm.. only for the second level (Band Land) to smash your face into the ground while you're distracted.
* TemporaryPlatform: A variety of them, including rocks, plants, pencil sharpeners, and clouds.
* TennisBoss: Mr. Sax and Mr. Skops.
* TurnsRed: Every boss in the game changes their tactics as you damage them. On the Mook side of things, Livingstones also do this if they survive a hit from Rayman's fist -- The Tall ones run maniacally towards Rayman, while the Short ones simply enter their attack stance.
* UniqueEnemy:
** The Livingstone-spitting flower tentacle in Moskito's Nest.
** The cymbals only appear once near the end of Mr. Sax's Hullaballoo.
** The water balloon-throwing Water Boy enemy only appears once in the last area of Mr. Dark's Dare.
* UpdatedRerelease: ''Rayman Gold'', ''Rayman Forever'' and ''Rayman Collector'' for the PC.
* {{Utopia}}: Rayman's world (retroactively named The Glade of Dreams) prior to Mr. Dark stealing the Great Protoon.
* TheVoiceless: Rayman himself has very little dialogue, from the ports where he exclaims "No Problem!" in the opening, screams "HELP!" when he dies, and shouts "YEAH!" upon touching a goalpost.
* WeaksauceWeakness: The tall Livingstone enemies have a particularly hilarious one - if Rayman ''makes a face'' at them, they [[ScrewThisImOuttaHere turn around and run for their lives]].
* WhiteGloves: Rayman and many other characters wear them.
* YouHaveResearchedBreathing: Some of the powers Betilla bestows on Rayman fall under this, such as the ability to punch, run, and grab onto and climb ledges.
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to:

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/rayman_boxart.png]]
[[caption-width-right:350:"YEAH!"]]

->"''In Rayman’s world, nature and people live together in peace. The Great Protoon provides and maintains the harmony and balance in the world. Sorry Folks, this apparently can’t last. (Do you want to play or what?)''"

->"''... one fateful day, the Great Protoon is stolen by Mr. Dark, an evil being! The Electoons who used to gravitate around it lose their natural stability and scatter all over the world! Troublesome, isn’t it? (and untidy, too!)''"

->''"In this now-unbalanced world, strange phenomena begin to occur: freaks and hostile characters appear, capturing every Electoon they can find! They definitely need a HERO to save them now, don’t you think?''"

->''"Rayman must recapture the Great Protoon from its mysterious kidnapper, free the Electoons and reassemble them all to restore the world’s harmony.''"

->''"But will the bad guys let him do it?... After all, he doesn’t have arms or legs... but don’t panic, neither do the bad guys.''"

-->--Game Manual & [[https://www.youtube.com/watch?v=NEu0o6cGUPM Jaguar Opening]][[note]](The Magician narrates a variant of this story in versions with an [[https://www.youtube.com/watch?v=S1e6H2jbHNg animated intro)]][[/note]].

The debut game of [[VideoGame/{{Rayman}} the limbless wonder]], created by Creator/MichelAncel and Creator/UbiSoft and released in 1995 for the UsefulNotes/AtariJaguar, [=PS1=], UsefulNotes/SegaSaturn, and MS-DOS, and later saw releases on UsefulNotes/GameBoyColor, UsefulNotes/GameBoyAdvance, PSN, UsefulNotes/DSiWare and another PC re-release.

The game is a not-so-typical side-scrolling platformer, where Rayman has to travel across several expansive worlds as he battles the forces of the evil Mr. Dark (who has stolen the [[MacGuffin Great Protoon]] and thus has thrown the world into chaos), and frees the imprisoned Electoons from their cages, all while learning new abilities from the benevolent Betilla the Fairy along the way.

This debut game is notable in that, prior to the ArcWelding of ''VideoGame/RaymanOrigins'', this and its sequel ''VideoGame/{{Rayman 2}}: The Great Escape'', were almost [[EarlyInstallmentWeirdness completely separate in terms of tone, content and even gameplay]], being much more lighthearted and childish, as well as [[NintendoHard more difficult,]] and having a [[ExcusePlot much lighter story]] and smaller cast. It should be stressed again how difficult this game was. No, [[https://venturebeat.com/community/2013/11/11/rayman-the-most-punishing-game-on-the-psone/ really]].

There also exists an EdutainmentGame version of Rayman titled "Amazing Learning Games with Rayman" for the PC and "Rayman Brain Games" for the [=PS1=], where it features simpler (but still challenging) platforming sections, a LighterAndSofter rewrite, most (if not all) Rayman's abilities available from the start, and an actual ending.

There's also a FanRemake called ''VideoGame/RaymanRedemption'', [[https://gamejolt.com/games/raymanredemption/340532/ which was released for free download in 2020.]]

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!!Tropes:

* AbilityRequiredToProceed: Rayman can only walk, jump, crawl and make a funny face at the very start of the game. As he progress through the game, he gains helpful new abilities, including the ability to punch and swing, grab ledges, use his hair as a helicopter and run.
* AbnormalAmmo: The hunter enemies shoot bullets at you—out of which a mechanical arm wielding a wooden mallet swings at Rayman's head as it passes by.
* AdvancingWallOfDoom: Mr. Stone, Mr. Sax, and Moskito (with a giant spiky fruit) all have this type of level.
* AllThereInTheManual: The PC version of the game doesn't state anywhere that the two Moskitos are not the same character. Considering Mr. Stone and Space Mama also appear in two different levels, the common assumption is that the two identical looking insects are in fact the same. In some versions of the game, the "bad" Moskito is given a unique red coloring, but in other versions, he has the exact same colors as the "good" Moskito, further contributing to the confusion.
* AlphabetSoupCans: The EdutainmentGame version, where choosing the right answer will progress you, while choosing the wrong answer will lead to instant kill traps.
* AmericanKirbyIsHardcore: The Japanese release inverts this -- while the original cover art isn't exactly "hardcore", [[http://raymanpc.com/wiki/script-en/images/0/01/Rayman_PS1JAcov.jpg the Japanese cover art]] uses a bright red balloon-like font for the title and depicts the characters (most obviously Rayman himself) in a slightly more super deformed style.
* AntiFrustrationFeatures:
** The Save Feature and PasswordSave retains the exact number of lives and continues the player has at the time of saving. If used with discretion, it's possible to stock up on lives early on and then [[SaveScumming save scum]] from there as much as possible.
** Unlike the Jaguar version (which was the initial version of the game), the PS1 and Sega Saturn ports of the game allow Rayman to keep the Speed Fist and/or Golden Fist even if he takes a hit, with him only losing them if he dies.
** The game has what the developers call "[[WesternAnimation/WileECoyoteAndTheRoadRunner Coyote Time]]", where you're given a grace period after Rayman leaves a ledge to perform a jump.
** The GBA port makes numerous changes to alleviate the game's grueling difficulty; Rayman now has an extra hit point, you no longer lose all your Tings when you die, you can see trigger zones that make objects appear (they show up as little twinkles), and the knockback damage of the original versions of the game has completely removed, making it ''much'' easier to avoid getting thrown off a platform. The game also allows up to move the camera upwards (and slightly downward) to help compensate for the screen view getting scrunched to 1/4th of its original size. Some parts of the levels are tweaked (or in the case of Bongo Hills, straight up removed) to make them easier as well.
** The [=DSi=] port ''increases'' the knockback damage, but likewise makes some changes to alleviate the game's tough difficulty; like with the GBA port, you don't lose your Tings when you die, and you only need 50 for a life, not 100. The number of hit points has been increased to six (default) and ten (extended), the number of continues are increased to 30, there are more checkpoints, and you can skip sections of a completed level by pressing Select, which reduces the amount of backtracking for the missing cages.
* AttackItsWeakPoint: Punch Space Mama and the Mr. Dark boss fusions in the face.
* AWinnerIsYou: The ending to this game consists of a [[https://www.youtube.com/watch?v=GUds5Z6MRtE 16 second clip]] of fireworks and the Magician announcing "You've done it, you've saved THE WORLD!". [[SarcasmMode A wonderful reward]] considering how much bloodshed is involved in GETTING to the ending. What's even worse is that ''Rayman Forever'' had too much content packed on the disc to get the cut scenes in, so all you get are the ''end credits''. The EdutainmentGame version ended with Rayman being celebrated for his success of returning the Book of Knowledge.
* BackgroundMusicOverride: Get a DoubleKnockout during a boss fight and on your next life, the title screen music replaces that of the current boss fight.
* BandLand: The TropeNamer.
* BigDamnHeroes: During the final boss battle, Mr. Dark has stolen Rayman's fist and has him trapped between two pillars of fire, and is just about to roast him, when two Electoons fly in and drop Rayman's fist to him, canceling out the flame and getting Rayman ready for the real battle.
* BigYes: Every time you complete a level, a hilarious and satisfying "YEAH!" is heard as part of the level complete jingle [[note]](but not in the Jaguar original version)[[/note]].
* BlackoutBasement: The first area of Eat At Joe's, where all you can see is a light around your fist.
* BonusStage: If you find the Magician in a level, you can pay him ten Tings to enter a bonus stage, in which you must collect all Tings in an obstacle course before the timer ends.
* BossArenaIdiocy: To damage Mr. Stone, punch the totem pole's head onto him.
* BossRemix: Mr. Stone's battle theme is remixed from the Blue Mountains theme.
* BossRush: The final boss fight consists of defeating three different fusions of previous bosses. Picture City and Space Mama's levels also use this.
* BossTease:
** "Allegro Presto" has a brief encounter with the boss of Band Land, Mr. Sax. A couple levels later, and you get to properly fight him in "Mr. Sax's Hullabaloo".
** Mr. Stone, the boss of Blue Mountains, is first encountered in "Twilight Gulch", though the encounter amounts to a [[AdvancingWallOfDoom chase level]] since Rayman can't directly harm him as is. You get to fight him on his own terms in "Mr. Stone's Peaks".
* BookEnds: Y'know the mosquito that served as the first boss? Yeah, he's the final segment of the final boss rush.
* BubblegloopSwamp: Pink Plant Woods is this, mixed with elements of JungleJapes.
* CardCarryingVillain: Mr. ''Dark''.
* ChargeAttack: Rayman's sole means of attack is to wind up his fist and then launch them at an enemy--tapping will simply launch the fist a short distance, while charging it will send it flying several feet away--this can also be used to grab power-ups that are too far away for Rayman to directly reach. He can also collect power-ups (the Speed Fist or the Golden Fist) to either make his attack go faster or do more damage.
* CheckpointStarvation: Not only must you clear multiple segments in each level before you can return to the map and save your game, but in each level there will only be one photographer (if at all). The [=DSi=] port mitigates this by adding more Photographers into the game's levels.
* ChuckCunninghamSyndrome: Apart from the titular hero, none of this game's characters appear in the next two sequels. Some of them reappeared a decade later in ''VideoGame/RaymanOrigins''.
* CollisionDamage: There are very few things or beings that Rayman can touch without taking a hit.
* ContinuingIsPainful: Rayman loses all of his Tings upon losing a life (except in the [=GBA=] and [=DSi=] versions.
* CosmicKeystone: The great Protoon, the MacGuffin stolen by Mister Dark, provides and maintains the harmony and balance in the world.
* CriticalExistenceFailure: When Rayman dies, his body turns into a bunch of Electoons which fly off.
* DefeatMeansFriendship: The level after you beat the pink Moskito requires you to cooperate with him. He even goes on a vacation with many of the enemies and bosses during the credit sequence.
* DieselPunk: The stakes appear to be combustion-powered life forms.
* DifficultySpike: The Dream Forest is very generous with its powerups, and not [[EverythingTryingToKillYou everything is trying to kill you]]. However, Band Land starts with the Bongo Hills, a six-part level with some freakishly MalevolentArchitecture (most notably tons and tons of barbed musical notes). And again when you hit Picture City.
* DoomyDoomsOfDoom: Mr Dark's one and only line:
-->''"You're doomed, Rayman..."''
* DualBoss: Mr. Dark's third form consists of two flying Space Mamas.
* EarlyInstallmentWeirdness: To the point where fans speculated whether this game and ''Rayman 2'' were set in an AlternateContinuity, until ''Origins'' confirmed both games take place in the same timeline. For instance: Rayman had SphereEyes and wasn't the only one of his kind, Globox, the Teensies and the Lums didn't exist and The Magician, who was a Teensy in ''VideoGame/RaymanOrigins'', was originally part of Rayman's race. Gameplay wise, Rayman doesn't start out with his helicopter hair, which can throw off newcomers who played the sequels, where that power is a default gameplay mechanic.
* EdutainmentGame: Titled ''Amazing Learning Games with Rayman'' for the PC and ''Rayman Brain Games'' for the [=PS1=], the game features simpler (but still challenging) platforming sections, a LighterAndSofter rewrite, most (if not all) Rayman's abilities available from the start, and an actual ending.
* EleventhHourSuperpower: [[DownplayedTrope It's easy to miss]], but in the final fight you retain your golden fist even when you die.
* EventFlag: There are sparkles in levels that make a unique sound when touched. They can unblock paths and spawn enemies and gimmicks.
* EverythingTryingToKillYou: Giant mosquitoes and crickets? Check. Pointy shards of rock with eyes that fly towards Rayman if he crosses their line of vision? Check. Music notes and giant drumsticks? Thumbtacks and pencils? The game is full of this.
* EvilCounterpart: The Antitoons to the Electoons, and possibly the Bad/Dark Rayman (which was added to disc-based releases) to Rayman himself.
* ExtendedGameplay: Saving all the Electoons in the Game Boy Color port unlocks an extra set of levels. Clearing those allows you to freely play the bonus levels.
* FakeDifficulty:
** In the Atari Jaguar version of the game, Rayman loses the Speed Fist and/or Golden Fist if he so much as ''takes a hit'', not just when he dies like in other versions of the game. The controls are noticeably less responsive too, which is '''not''' a good thing in a game that demands such precision platforming.
** While the GBA port of the game does make some changes to relax the games grueling difficulty, it trades it off by [[ScreenCrunch crunching the screen view to 1/4th of its original size]], making it significantly harder to see offscreen platforms, enemies or obstacles in time. While they did have the foresight to include the option to move the camera up or down more to compensate for this, it only helps so much.
* FloatingLimbs: Rayman was originally drawn with limbs in early concept art, but these were discarded in order to make Rayman easier to animate. Curiously, unlike the games from ''VideoGame/{{Rayman 2}}'' and onward, Rayman's limbless design is not unique to himself, but is shared with many other characters and enemies in the game.
* FloatingPlatforms: Pink Plant Woods is full of these.
* FollowTheMoney: The Tings sitting around are a very good indicator of where to go or trigger for making an Electoon cage appear.
* FrickinLaserBeams: Space Mama and her dreaded rolling pin the second time you fight her. Also one of the parts in the Final Boss Rush, which is even worse since it's a Dual Boss.
* FungusHumongous: The giant mushrooms in Pink Plant Woods.
* FusionDance: All of Mr. Dark's forms after the first are mash-ups of the previous bosses.
* GameBreakingBug: In "Mr. Dark's Dare", its entirely possible to get Rayman and the frying pan stuck in place while landing in a very specific spot by a cliff, softlocking the game and thus forcing the player to reset.
* GenericDoomsdayVillain: Mr. Dark. He has no clear personality or motive at all beyond being a bad guy who causes chaos in Rayman's World for the hell of it.
* GettingCrapPastTheRadar: Rayman and Bzzit's victory animation at the end of the flying section is [[spoiler:Rayman subtly showing off his large genitals.]]
* GimmickLevel
* GottaCatchEmAll: The Electoon cages. It's ''required'' to even clear the game. And there's a ''lot'' of them - '''102''' to be exact. Forgot a cage in "Eat at Joe's"? Go get it, lazy bum, or no end for you! Some of them can be a real pain in the neck to find.
* GuideDangIt: Electoon Cages. You need to open [[LastLousyPoint all 102 cages]] to access the final stage. However, there are some cages in the game that are invisible until you find the triggers for them, which are also invisible. Not even knowing the sound cue helps, because they can also trigger other things.
* GuiltBasedGaming: If you lose all your lives, Rayman will be shown walking down a alley that's grim and corrupted on the left side. You'd better press START to Continue playing before he staggers to the GameOver side, or else!
* HarderThanHard:
** Lets put it this way; merely ''finishing'' most of the levels is hard enough--trying to find every last Cage in them while you're at it is guaranteed to make you throw your controller at the TV at points.
** Enemies love to trap you in this game. They tend to trigger when walking on certain pixels, spawning out of thin air right behind or in front of you.
** In the original versions of the game, you only have 3 hitpoints, temporarily 5 if you manage to find a power-up. Though the [=GBA=] port bumps it up to 4 (6 with a power-up) and the [=DSi=] port makes it a much more reasonable six by default, which can likewise be upgraded to 10.
** Not only is some of the platforming really difficult and usually an instant death upon failure, you'll only unlock some much needed abilities like gliding, grabbing onto platforms and running (yes, really) much later in the game.
** You start with 5 lives and 5 chances to continue should your game be over by losing all your lives, each providing another 5 lives.[[note]]But should you be ''down to your last 3 chances to continue'', you can get 10 more by pressing Up, Down, Right and Left after choosing to continue.[[/note]] There are lives to be found in (often very) hard to reach places, but these won't save you from inevitably running out, and the 1-ups don't respawn. Grinding for Tings is the only sure option to stack up on lives, but can take a while, and death instantly sets your counter back to zero in the original versions of the game (the [=GBA=] and [=DSi=] ports allow you to keep your Tings upon death, and the latter makes it so that you only need 50 Tings for an extra life). Saving the game with passwords or on your memory card also saves your progress in lives and chances to continue, so it's easy to screw up and be forced to start all the way from the beginning. Some of the bosses, such as Space Mama, can easily take away 25 lives by themselves.
* HeartContainer: The big Power item extends Rayman's HP meter by two. It is lost if he dies.
* HelicopterHair: Rayman gets this in ''Band Land'', and in one level of ''Blue Mountains'', as well as a couple of others in Picture City, it can be used to let him fly.
* HitPoints: Defaulted as three, but can be temporarily increased to five with power-up that lasts until you die. In the GBA version the default is 4 and can be increased to six. The [=DSi=] edition then made things easier by making six the default and ''ten'' - not eight, the maximum value.
* OneHundredPercentCompletion:
** Required in order to enter the final level.
** The Gold expansion for the PC version required this in every level for the goals to appear.
* InterfaceScrew: Halfway through the final level in the [=PS1=] and Saturn versions, Mr. Dark first reverses Rayman's controls, and then forces him to run constantly. Oddly, this does not happen in the Jaguar version of the game.
* InstantWinCondition: Reaching a sign and initiating the victory jingle will stop incoming attacks or hazards like rising water or lava, enemies or bosses chasing you, or airborne attacks of any variety. And if you grab the last Ting in a bonus stage, you'll win even if you jumped off a cliff to get it.
* ItsAWonderfulFailure: If you run out of chances to continue, Rayman either starts coughing and drops dead, or tumbles around and falls on his ass angrily and your game is over for real!
* LargeHam: The Magician from the animated intro.
-->''"The Electoons, who used to gravitate around it, lose their NAT-ural stability and scatter ALL OVER THE '''WORRRRRRRRRRRRRRRRRRRRRLD!!''' Troublesome, isn't it? And untidy, too."''
* LastLousyPoint:
** In order to reach the last level, you need to find all 102 cages (six in each of the seventeen levels). See GuideDangIt and GottaCatchEmAll for more information on how frustrating this can be.
** In the ''Gold'' expansion this applies for every level. The level goals won't appear until everything has been found.
* LawOfOneHundred: Collecting 100 Tings nets you an extra life.[[note]]In the [=DSi=] version, this is reduced to 50.[[/note]] You're gonna need 'em.
* LeaningOnTheFourthWall: The Photographers in the Nintendo [=DSi=] version will take a literal picture of you using the system's camera.
* LethalJokeWeapon: Although Rayman's Grimace ability may seem useless at first, you can use it against Tall Livingstones to send them [[ScrewThisImOuttaHere running for their lives]]. Unfortunately, it gets replaced by the Run ability after you defeat Mr. Stone.
* LevelAte: Candy Chateau.
* LevelEditor: In ''Rayman Designer'', a pseudo-sequel exclusively for PC. It's actually deceptively robust, especially once dedicated fans figured out how to enable DummiedOut content.
* LevelGoal: Exit signs.
* MarathonBoss: The final boss.
* MarathonLevel: Nearly all of the levels have multiple segments of varying lengths, but some of them are notorious for being extremely difficult and long compared to the the others. Eat At Joe's and Bongo Hills are infamous for this.
* MercyInvincibility: Sometimes taking a hit can take Rayman past an opponent.
* MirrorMatch: The Dark Rayman in the last level of most versions, though you don't have to fight him. He copies everything you do, and touching him causes both of you to die instantly. The only way to win is to beat the level, at which point he collapses and "dies" like Rayman does.
* MisguidedMissile: An interesting form of this is used in the fight against Mr. Skops. Rayman uses his fist to boomerang Mr. Skop's energy balls back to him.
* MoodDissonance: Mr. Dark resides on Candy Chateau, a quite colorful and sweet location with carnival music.
* MuzzleFlashlight: The first stage of the level "Eat At Joe's" involves using a magical firefly attached to your fist to light up a small area around wherever Rayman's fist happens to be at the time. Since Rayman shoots out his fist as a projectile to attack, it's quite possible to throw a punch and learn more about the surrounding area by watching its path. Note that since the light follows the fist, however, you won't be able to see Rayman himself until the fist returns to him a moment later—which can cause a lot of accidental deaths if you're not paying attention.
* NewPowersAsThePlotDemands: In one level, you are given a magic seed that lets you grow plants to use as platforms. Also featured is magic potion that lets you fly indefinitely, only seen for four level segments in the entire game. And the first part of the dreaded "Eat at Joe's" gives you a magic firefly.
* NewWorldTease: Twilight Gulch, if you didn't get the grabbing power from Pink Plant Woods yet.
* NighInvulnerability:
** Mr. Sax, the boss of Band Land, can't be directly harmed by Rayman's attacks. You have to bait him into launching a sour note at you, which can then be sent flying back with a punch to damage him.
** Mr. Stone, the boss of Blue Mountains, is [[NoSell completely immune to Rayman's fist attack]]. Your first encounter with him in "Twilight Gulch" just has you running away from him, while the fight against him in "Mr. Stone's Peaks" requires you to reach and smack a giant totem pole into Mr. Stone to damage him.
* NintendoHard:
** Just try to play through the entire game without ever using up a continue or getting a game over, even with dozens of one-ups all over the place. Both the GBA and [=DSi=] port went out of their way to make changes to make the game's difficulty more bearable, but even those are still plenty hard. It doesn't feel as if there was a drop in difficulty even in those versions. Partly the reason for why this game is so damn hard is because it was NEVER play-tested to check for things like this trope--its designers were hardcore gamers as opposed to green players just learning the basics, and it ''shows''.
** The ''Gold'' expansion makes things worse by forcing the player to collect everything in its levels. If you lose all your lives trying to find that last lousy point, [[ContinuingIsPainful you'll have to do everything again.]]
** The EdutainmentGame version (Rayman Junior), while greatly toned down in terms of platforming difficulty, is still challenging at times.
* ObviousBeta: While technically not one, the Jaguar original certainly ''feels'' like one compared to its ports, although it does manage to have some exclusive features not seen in later versions. On top of that game, the game as a whole was never properly playtested, and the absolutely sadistic difficulty shows for it.
* OneUp: In the form of Rayman-shaped trophies... and by [[LawOf100 collecting 100 Tings]] (or 50 in the [=DSi=] version).
* OrcusOnHisThrone: Mr. Dark doesn't do much to stop Rayman from reaching his lair, despite stalking him with binoculars. After Space Mama, however, he does capture Betilla.
* PaletteSwap: In some versions of the game, the Moskito (the boss of The Dream Forest) and Bzzit (the miniboss and eventual friend) look identical other than their colors. But in other versions they look completely identical. Naturally, this has led to some confusion and some players have believed them to be the same character. They're not.
* PixelHunt: Just TRY to find all of the Electoon cages by yourself. Especially nerve-wrecking since half the time they appear out of thin air.
* PlotCoupon: The Electoon cages.
* PowerFist: The Golden Fist and Speed Fist power-ups you can find.
* ProactiveBoss: Mr. Sax, Mr. Stone, and Mr. Dark are all this.
* PunnyName: The "Electoons" that orbit the Great "Protoon" and whose evil counterparts are called "Antitoons". Okay, that last one is less obvious (it's most likely a reference to anti-matter, though "anti-electrons" are more commonly called positrons), but still...
* ReformulatedGame: The UsefulNotes/GameBoyColor version has a unique set of levels, and unlike in the main console versions, you ''do'' actually get to fight Mr. Dark himself at the end of the game as opposed to his MixAndMatchCritters.
* RiseToTheChallenge: There are at least two levels where you have to go up and up to avoid rapidly rising water, and the first part of the Mr. Skops boss battle does a rather similar thing with lava.
* RocketPunch: Rayman's main attack is throwing extending punches with his floating hands. By winding up via holding down the Button, he can throw his fist further to hit far-away opponents. After beating Moskito, he can also use it to swing from floating rings and grab 1-ups.
* ScaryScorpions: The penultimate boss, Mr. Skops is a giant red scorpion who attacks Rayman on sight by launching his claw at him, trying to knock him into lava and shoot him with his stinger.
* SceneryPorn: The environments are lavish in detail and color. The back of the game's packaging even boasts about the game using 65,000 colors!
* ScreenCrunch: ''Rayman Advance'', the GBA port, had it bad. The original game had big, detailed sprites that didn't translate over to the GBA's screen very well. Rayman's sprite takes up ''a fourth'' of the resolution, leading to a lot of [[LeapOfFaith leaps of faith]]. The first boss is the worst instance of this. In the original, you had a lot of space to move, but thanks to the GBA's lower resolution, the arena became [[https://static.tvtropes.org/pmwiki/pub/images/rayman_advance_usa_enfrdeesit_1594999488089_5.png ridiculously small]]. The developers were kind enough remove certain obstacles throughout the game and get rid of the {{knockback}} but it only helps so much.
* SchmuckBait: Hey, let's try to get this upgrade item surrounded by enemies and spikes above a BottomlessPit! WhatCouldPossiblyGoWrong
* SelectiveGravity: Tings and miscellaneous power-up items found in the game are a perfect example of this.
* SequenceBreaking: Of sorts. You can get the helicopter ability before you get the grappling ability which makes some platforming parts of Moskitos Nest a little easier. However, there is absolutely ''no way'' to get past the first stage of Twilight Gulch without the grappling ability from Moskito's Nest.
* SkippableBoss: You can skip Mr Sax by breaking all the six cages in the first level, avoiding the photograph, killing yourself after the last cage and going back to the world map. In some versions of the game you can also skip Mr Skops by doing the same trick but not on [=PS1=] where there isn't the panel to go back to the map.
* TheSmurfettePrinciple: Space Mama is the only female boss here.
* SoundCodedForYourConvenience: Especially important in the first game, where a very short, specific sound indicates that you triggered something to appear. It's also possible to recognize what kind of enemy is just off-screen with this, since some of them make specific sounds when they idle or initiate an attack, like the hunters and zooming antitoons.
%%* SphereEyes
%%* SpikesOfDoom: The game ''loves'' these.
* SuperDrowningSkills: Rayman can't swim in this game, so falling into water—heck, even touching the surface of any body of water—instantly causes Rayman to sink under the surface and drown.
* SurpriseDifficulty: A beautiful valley, calming music and a casually walking hero. What could go wrong? The first level lulls you into a sense of calm.. only for the second level (Band Land) to smash your face into the ground while you're distracted.
* TemporaryPlatform: A variety of them, including rocks, plants, pencil sharpeners, and clouds.
* TennisBoss: Mr. Sax and Mr. Skops.
* TurnsRed: Every boss in the game changes their tactics as you damage them. On the Mook side of things, Livingstones also do this if they survive a hit from Rayman's fist -- The Tall ones run maniacally towards Rayman, while the Short ones simply enter their attack stance.
* UniqueEnemy:
** The Livingstone-spitting flower tentacle in Moskito's Nest.
** The cymbals only appear once near the end of Mr. Sax's Hullaballoo.
** The water balloon-throwing Water Boy enemy only appears once in the last area of Mr. Dark's Dare.
* UpdatedRerelease: ''Rayman Gold'', ''Rayman Forever'' and ''Rayman Collector'' for the PC.
* {{Utopia}}: Rayman's world (retroactively named The Glade of Dreams) prior to Mr. Dark stealing the Great Protoon.
* TheVoiceless: Rayman himself has very little dialogue, from the ports where he exclaims "No Problem!" in the opening, screams "HELP!" when he dies, and shouts "YEAH!" upon touching a goalpost.
* WeaksauceWeakness: The tall Livingstone enemies have a particularly hilarious one - if Rayman ''makes a face'' at them, they [[ScrewThisImOuttaHere turn around and run for their lives]].
* WhiteGloves: Rayman and many other characters wear them.
* YouHaveResearchedBreathing: Some of the powers Betilla bestows on Rayman fall under this, such as the ability to punch, run, and grab onto and climb ledges.
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[[redirect:VideoGame/Rayman1]]
Is there an issue? Send a MessageReason:
-1: this is in full agreement with common sense and laws of physics


* ViolationOfCommonSense: At one point in "Mr. Stone's Peaks", theres a puzzle where you have to deal with two giant boulders that are tied to a giant slab that will gradually push Rayman downward until he's crushed. The solution to this problem? Use Rayman's helicopter hair to slowly cut away at the ropes until the boulders break free!
Is there an issue? Send a MessageReason:
None


* ScreenCrunch: The [=GBA=] port suffers from this. Rayman's sprite takes up ''a fourth'' of the resolution, leading to a lot of [[LeapOfFaith leaps of faith]].

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* ScreenCrunch: ''Rayman Advance'', the GBA port, had it bad. The [=GBA=] port suffers from this.original game had big, detailed sprites that didn't translate over to the GBA's screen very well. Rayman's sprite takes up ''a fourth'' of the resolution, leading to a lot of [[LeapOfFaith leaps of faith]]. The first boss is the worst instance of this. In the original, you had a lot of space to move, but thanks to the GBA's lower resolution, the arena became [[https://static.tvtropes.org/pmwiki/pub/images/rayman_advance_usa_enfrdeesit_1594999488089_5.png ridiculously small]]. The developers were kind enough remove certain obstacles throughout the game and get rid of the {{knockback}} but it only helps so much.

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** While the GBA port of the game does make some changes to relax the games grueling difficulty, it trades it off by crunching the screen view to 1/4th of its original size, making it significantly harder to see offscreen platforms, enemies or obstacles in time. While they did have the foresight to include the option to move the camera up or down more to compensate for this, it only helps so much.

to:

** While the GBA port of the game does make some changes to relax the games grueling difficulty, it trades it off by [[ScreenCrunch crunching the screen view to 1/4th of its original size, size]], making it significantly harder to see offscreen platforms, enemies or obstacles in time. While they did have the foresight to include the option to move the camera up or down more to compensate for this, it only helps so much.



* InterfaceScrew: Halfway through the final level in the PS1 and Saturn versions, Mr. Dark first reverses Rayman's controls, and then forces him to run constantly. Oddly, this does not happen in the Jaguar version of the game.

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* InterfaceScrew: Halfway through the final level in the PS1 [=PS1=] and Saturn versions, Mr. Dark first reverses Rayman's controls, and then forces him to run constantly. Oddly, this does not happen in the Jaguar version of the game.


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* ScreenCrunch: The [=GBA=] port suffers from this. Rayman's sprite takes up ''a fourth'' of the resolution, leading to a lot of [[LeapOfFaith leaps of faith]].

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* GenericDoomsdayVillain: Mr. Dark.

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* GenericDoomsdayVillain: Mr. Dark. He has no clear personality or motive at all beyond being a bad guy who causes chaos in Rayman's World for the hell of it.



* HarderThanHard: To summarize:

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* HarderThanHard: To summarize:HarderThanHard:
** Lets put it this way; merely ''finishing'' most of the levels is hard enough--trying to find every last Cage in them while you're at it is guaranteed to make you throw your controller at the TV at points.
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This trope is for skills/spells, not power ups and items.


* HealThyself: The red "Power" items.
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Rayman Redemption has been released.


There's also a FanRemake called ''VideoGame/RaymanRedemption'', which it is set to be released in 2020. [[https://gamejolt.com/games/raymanredemption/340532/ demo is available to download.]]

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There's also a FanRemake called ''VideoGame/RaymanRedemption'', which it is set to be released in 2020. [[https://gamejolt.com/games/raymanredemption/340532/ demo is available to download.which was released for free download in 2020.]]
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* AbilityRequiredToProceed: Rayman can only walk, jump crawl and make a funny face at the very start of the game. As he progress through the game, he gains helpful new abilities, including the ability to punch and swing, grab ledges, use his hair as a helicopter and run.

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* AbilityRequiredToProceed: Rayman can only walk, jump jump, crawl and make a funny face at the very start of the game. As he progress through the game, he gains helpful new abilities, including the ability to punch and swing, grab ledges, use his hair as a helicopter and run.
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** Mr. Stone, the boss of Blue Mountains, is first encountered in "Twilight Gulch", though the encounter amounts to a [[AdvancingWallOfDoom chase level]] since Rayman can't directly harm him as is. You get to fight him on his own terms in "Mr. Stones Peaks".

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** Mr. Stone, the boss of Blue Mountains, is first encountered in "Twilight Gulch", though the encounter amounts to a [[AdvancingWallOfDoom chase level]] since Rayman can't directly harm him as is. You get to fight him on his own terms in "Mr. Stones Stone's Peaks".



** Mr. Stone, the boss of Blue Mountains, is [[NoSell completely immune to Rayman's fist attack]]. Your first encounter with him in "Twilight Gulch" just has you running away from him, while the fight against him in "Mr. Stone's Peaks" requires you to reach and smack a giant toten pole into Mr. Stone to damage him.

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** Mr. Stone, the boss of Blue Mountains, is [[NoSell completely immune to Rayman's fist attack]]. Your first encounter with him in "Twilight Gulch" just has you running away from him, while the fight against him in "Mr. Stone's Peaks" requires you to reach and smack a giant toten totem pole into Mr. Stone to damage him.

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* BossTease:
** "Allegro Presto" has a brief encounter with the boss of Band Land, Mr. Sax. A couple levels later, and you get to properly fight him in "Mr. Sax's Hullabaloo".
** Mr. Stone, the boss of Blue Mountains, is first encountered in "Twilight Gulch", though the encounter amounts to a [[AdvancingWallOfDoom chase level]] since Rayman can't directly harm him as is. You get to fight him on his own terms in "Mr. Stones Peaks".



** (In the original version) You have only 3 hitpoints, temporarily 5 if you manage to find a power-up.

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** (In In the original version) You versions of the game, you only have only 3 hitpoints, temporarily 5 if you manage to find a power-up.power-up. Though the [=GBA=] port bumps it up to 4 (6 with a power-up) and the [=DSi=] port makes it a much more reasonable six by default, which can likewise be upgraded to 10.



** You start with 5 lives and 5 chances to continue should your game be over by losing all your lives, each providing another 5 lives.[[note]]But should you be ''down to your last 3 chances to continue'', you can get 10 more by pressing Up, Down, Right and Left after choosing to continue.[[/note]] There are lives to be found in (often very) hard to reach places, but these won't save you from inevitably running out. Saving the game with passwords or on your memory card also saves your progress in lives and chances to continue, so it's easy to screw up and be forced to start all the way from the beginning. Some of the bosses, such as Space Mama, can easily take away 25 lives by themselves.

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** You start with 5 lives and 5 chances to continue should your game be over by losing all your lives, each providing another 5 lives.[[note]]But should you be ''down to your last 3 chances to continue'', you can get 10 more by pressing Up, Down, Right and Left after choosing to continue.[[/note]] There are lives to be found in (often very) hard to reach places, but these won't save you from inevitably running out.out, and the 1-ups don't respawn. Grinding for Tings is the only sure option to stack up on lives, but can take a while, and death instantly sets your counter back to zero in the original versions of the game (the [=GBA=] and [=DSi=] ports allow you to keep your Tings upon death, and the latter makes it so that you only need 50 Tings for an extra life). Saving the game with passwords or on your memory card also saves your progress in lives and chances to continue, so it's easy to screw up and be forced to start all the way from the beginning. Some of the bosses, such as Space Mama, can easily take away 25 lives by themselves.



* NighInvulnerability:
** Mr. Sax, the boss of Band Land, can't be directly harmed by Rayman's attacks. You have to bait him into launching a sour note at you, which can then be sent flying back with a punch to damage him.
** Mr. Stone, the boss of Blue Mountains, is [[NoSell completely immune to Rayman's fist attack]]. Your first encounter with him in "Twilight Gulch" just has you running away from him, while the fight against him in "Mr. Stone's Peaks" requires you to reach and smack a giant toten pole into Mr. Stone to damage him.



** The EdutainmentGame version, while greatly toned down in terms of platforming difficulty, is still challenging at times.
* ObviousBeta: While technically not one, the Jaguar original certainly ''feels'' like one compared to its ports, although it does manage to have some exclusive features not seen in later versions. On top of that game, the game was never properly playtested, and the absolutely sadistic difficulty shows for it.

to:

** The EdutainmentGame version, version (Rayman Junior), while greatly toned down in terms of platforming difficulty, is still challenging at times.
* ObviousBeta: While technically not one, the Jaguar original certainly ''feels'' like one compared to its ports, although it does manage to have some exclusive features not seen in later versions. On top of that game, the game as a whole was never properly playtested, and the absolutely sadistic difficulty shows for it.
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Having played the GBA version now, I can say with certainty that this is complete bupkis. Dying at any point in a boss fight in the GBA version resets its entire health bar just like in other versions of the game.


** The GBA port makes numerous changes to alleviate the game's grueling difficulty; Rayman now has an extra hit point, you no longer lose all your Tings when you die, taking out half a boss's health now counts as a checkpoint on a boss, you can see trigger zones that make objects appear (they show up as little twinkles), and the knockback damage of the original versions of the game has completely removed, making it ''much'' easier to avoid getting thrown off a platform. The game also allows up to move the camera upwards (and slightly downward) to help compensate for the screen view getting scrunched to 1/4th of its original size.

to:

** The GBA port makes numerous changes to alleviate the game's grueling difficulty; Rayman now has an extra hit point, you no longer lose all your Tings when you die, taking out half a boss's health now counts as a checkpoint on a boss, you can see trigger zones that make objects appear (they show up as little twinkles), and the knockback damage of the original versions of the game has completely removed, making it ''much'' easier to avoid getting thrown off a platform. The game also allows up to move the camera upwards (and slightly downward) to help compensate for the screen view getting scrunched to 1/4th of its original size. Some parts of the levels are tweaked (or in the case of Bongo Hills, straight up removed) to make them easier as well.

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* AbilityRequiredToProceed: Rayman can only walk, jump crawl and make a funny face at the very start of the game. As he progress through the game, he gains helpful new abilities, including the ability to punch and swing, grab ledges, use his hair as a helicopter and run.



** Unlike the Jaguar version (which was the initial version of the game), the PS1 and Sega Saturn ports of the game allow Rayman to keep the Speed Fist and/or Golden Fist even if he takes a hit, with him only losing them if he dies.



** The GBA port makes numerous changes to alleviate the game's grueling difficulty; Rayman now has an extra hit point, you no longer lose all your Tings when you die, taking out half a boss's health now counts as a checkpoint on a boss, you can see trigger zones that make objects appear (they show up as little twinkles), and the knockback damage of the original versions of the game has completely removed, making it ''much'' easier to avoid getting thrown off a platform.

to:

** The GBA port makes numerous changes to alleviate the game's grueling difficulty; Rayman now has an extra hit point, you no longer lose all your Tings when you die, taking out half a boss's health now counts as a checkpoint on a boss, you can see trigger zones that make objects appear (they show up as little twinkles), and the knockback damage of the original versions of the game has completely removed, making it ''much'' easier to avoid getting thrown off a platform. The game also allows up to move the camera upwards (and slightly downward) to help compensate for the screen view getting scrunched to 1/4th of its original size.



* ChargeAttack: Rayman's sole means of attack is to wind up his fist and then launch them at an enemy--tapping will simply launch the fist a short distance, while charging it will send it flying several feet away--this can also be used to grab power-ups that are too far away for Rayman to directly reach. He can also collect power-ups (the Speed Fist or the Golden Fist) to either make his attack go faster or do more damage.



* FakeDifficulty:
** In the Atari Jaguar version of the game, Rayman loses the Speed Fist and/or Golden Fist if he so much as ''takes a hit'', not just when he dies like in other versions of the game. The controls are noticeably less responsive too, which is '''not''' a good thing in a game that demands such precision platforming.
** While the GBA port of the game does make some changes to relax the games grueling difficulty, it trades it off by crunching the screen view to 1/4th of its original size, making it significantly harder to see offscreen platforms, enemies or obstacles in time. While they did have the foresight to include the option to move the camera up or down more to compensate for this, it only helps so much.



* InterfaceScrew: Halfway through the final level, Mr. Dark first reverses Rayman's controls, and then forces him to run constantly.

to:

* InterfaceScrew: Halfway through the final level, level in the PS1 and Saturn versions, Mr. Dark first reverses Rayman's controls, and then forces him to run constantly. Oddly, this does not happen in the Jaguar version of the game.



* ViolationOfCommonSense: At one point in "Mr. Stone's Peaks", theres a puzzle where you have to deal with two giant boulders that are tied to a giant slab that will gradually push Rayman downward until he's crushed. The solution to this problem? Use Rayman's helicopter hair to slowly cut away at the ropes until the boulders break free!



* YouHaveResearchedBreathing: Some of the powers Betilla bestows on Rayman fall under this, such as the ability to punch, run, and climb ledges.

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* YouHaveResearchedBreathing: Some of the powers Betilla bestows on Rayman fall under this, such as the ability to punch, run, and grab onto and climb ledges.
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** The Save Feature and PasswordSave retains the exact number of lives and continues the player has at the time of saving. If used with discretion, its possible to stock up on lives early on and then [[SaveScumming save scum]] from there as much as possible.

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** The Save Feature and PasswordSave retains the exact number of lives and continues the player has at the time of saving. If used with discretion, its it's possible to stock up on lives early on and then [[SaveScumming save scum]] from there as much as possible.



** The GBA port makes numerous changes to alleviate the games grueling difficulty; Rayman now has an extra hit point, you no longer lose all your tings when you die, taking out half a boss's health now counts as a checkpoint on a boss, you can see trigger zones that make objects appear (they show up as little twinkles), and the knockback damage of the original versions of the game has completely removed, making it ''much'' easier to avoid getting thrown off a platform.
** The DSi port ''increases'' the knockback damage, but likewise makes some changes to alleviate the games tough difficulty; like with the GBA port, you don't lose your Tings when you die, and you only need 50 for a life, not 100. The number of hit points has been increased to six (default) and ten (extended), the number of continues are increased to 30, there are more checkpoints, and you can skip sections of a completed level by pressing Select, which reduces the amount of backtracking for the missing chests.

to:

** The GBA port makes numerous changes to alleviate the games game's grueling difficulty; Rayman now has an extra hit point, you no longer lose all your tings Tings when you die, taking out half a boss's health now counts as a checkpoint on a boss, you can see trigger zones that make objects appear (they show up as little twinkles), and the knockback damage of the original versions of the game has completely removed, making it ''much'' easier to avoid getting thrown off a platform.
** The DSi [=DSi=] port ''increases'' the knockback damage, but likewise makes some changes to alleviate the games game's tough difficulty; like with the GBA port, you don't lose your Tings when you die, and you only need 50 for a life, not 100. The number of hit points has been increased to six (default) and ten (extended), the number of continues are increased to 30, there are more checkpoints, and you can skip sections of a completed level by pressing Select, which reduces the amount of backtracking for the missing chests.cages.



* CheckpointStarvation: Not only must you clear multiple segments in each level before you can return to the map and save your game, but in each level there will only be one photographer (if at all). The DSi port mitigates this by adding more Photographers into the games levels.

to:

* CheckpointStarvation: Not only must you clear multiple segments in each level before you can return to the map and save your game, but in each level there will only be one photographer (if at all). The DSi [=DSi=] port mitigates this by adding more Photographers into the games game's levels.



** Just try to play through the entire game without ever using up a continue or getting a game over even with dozens of one-ups all over the place. Both the GBA and DSi port went out of their way to make changes to make the games difficulty more bearable, but even those are still plenty hard. It doesn't feel as if there was a drop in difficulty even in those versions. Partly the reason for why this game is so damn hard is because it was NEVER play-tested to check for things like this trope--its designers were hardcore gamers as opposed to green players just learning the basics, and it ''shows''.

to:

** Just try to play through the entire game without ever using up a continue or getting a game over over, even with dozens of one-ups all over the place. Both the GBA and DSi [=DSi=] port went out of their way to make changes to make the games game's difficulty more bearable, but even those are still plenty hard. It doesn't feel as if there was a drop in difficulty even in those versions. Partly the reason for why this game is so damn hard is because it was NEVER play-tested to check for things like this trope--its designers were hardcore gamers as opposed to green players just learning the basics, and it ''shows''.



** The EdutainmentGame version, while greatly toned down in terms of platforming difficulty, still challenging at times.

to:

** The EdutainmentGame version, while greatly toned down in terms of platforming difficulty, is still challenging at times.
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Added DiffLines:

* GameBreakingBug: In "Mr. Dark's Dare", its entirely possible to get Rayman and the frying pan stuck in place while landing in a very specific spot by a cliff, softlocking the game and thus forcing the player to reset.

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* AntiFrustrationFeatures: The game has what the developers call "[[WesternAnimation/WileECoyoteAndTheRoadRunner Coyote Time]]", where you're given a grace period after Rayman leaves a ledge to perform a jump.

to:

* AntiFrustrationFeatures: AntiFrustrationFeatures:
** The Save Feature and PasswordSave retains the exact number of lives and continues the player has at the time of saving. If used with discretion, its possible to stock up on lives early on and then [[SaveScumming save scum]] from there as much as possible.
**
The game has what the developers call "[[WesternAnimation/WileECoyoteAndTheRoadRunner Coyote Time]]", where you're given a grace period after Rayman leaves a ledge to perform a jump.jump.
** The GBA port makes numerous changes to alleviate the games grueling difficulty; Rayman now has an extra hit point, you no longer lose all your tings when you die, taking out half a boss's health now counts as a checkpoint on a boss, you can see trigger zones that make objects appear (they show up as little twinkles), and the knockback damage of the original versions of the game has completely removed, making it ''much'' easier to avoid getting thrown off a platform.
** The DSi port ''increases'' the knockback damage, but likewise makes some changes to alleviate the games tough difficulty; like with the GBA port, you don't lose your Tings when you die, and you only need 50 for a life, not 100. The number of hit points has been increased to six (default) and ten (extended), the number of continues are increased to 30, there are more checkpoints, and you can skip sections of a completed level by pressing Select, which reduces the amount of backtracking for the missing chests.



* CheckpointStarvation: Not only must you clear multiple segments in each level before you can return to the map and save your game, but in each level there will only be one photographer (if at all).

to:

* CheckpointStarvation: Not only must you clear multiple segments in each level before you can return to the map and save your game, but in each level there will only be one photographer (if at all). The DSi port mitigates this by adding more Photographers into the games levels.



** Just try to play through the entire game without ever using up a continue or getting a game over even with dozens of one-ups all over the place. Even the easiest version of the game, the Nintendo [=DSi=] port, is still plenty hard. It still doesn't feel as if there was a drop in difficulty even in that version.
** Partly the reason for why this game is so damn hard is because it was NEVER play-tested to check for things like this trope. Thankfully, Ubisoft learned from this mistake and saw to it that Origins was balanced enough so that both casuals/newcomers and hardcore/veteran gamers could enjoy it!

to:

** Just try to play through the entire game without ever using up a continue or getting a game over even with dozens of one-ups all over the place. Even Both the easiest version GBA and DSi port went out of their way to make changes to make the game, the Nintendo [=DSi=] port, is games difficulty more bearable, but even those are still plenty hard. It still doesn't feel as if there was a drop in difficulty even in that version.
**
those versions. Partly the reason for why this game is so damn hard is because it was NEVER play-tested to check for things like this trope. Thankfully, Ubisoft learned from this mistake and saw to it that Origins was balanced enough so that both casuals/newcomers and hardcore/veteran trope--its designers were hardcore gamers could enjoy it!as opposed to green players just learning the basics, and it ''shows''.



* ObviousBeta: While technically not one, the Jaguar original certainly ''feels'' like one compared to its ports, although it does manage to have some exclusive features not seen in later versions.

to:

* ObviousBeta: While technically not one, the Jaguar original certainly ''feels'' like one compared to its ports, although it does manage to have some exclusive features not seen in later versions. On top of that game, the game was never properly playtested, and the absolutely sadistic difficulty shows for it.
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* DifficultySpike: The Dream Forest is very generous with its powerups, and not [[EverythingTryingToKillYou everything is trying to kill you]]. As noted below, however, Band Land starts with the Bongo Hills, a six-part level with some freakishly MalevolentArchitecture (most notably tons and tons of barbed musical notes). And again when you hit Picture City.

to:

* DifficultySpike: The Dream Forest is very generous with its powerups, and not [[EverythingTryingToKillYou everything is trying to kill you]]. As noted below, however, However, Band Land starts with the Bongo Hills, a six-part level with some freakishly MalevolentArchitecture (most notably tons and tons of barbed musical notes). And again when you hit Picture City.



* GottaCatchEmAll: The Electoon cages. It's ''required'' to even clear the game. And there's a ''lot'' of them - '''102''' to be exact. Forgot a cage in "Eat at Joe's"? Go get it, lazy bum, or no end for you! Some of them can be a real pain in the neck to find (see GuideDangIt below).
* GuideDangIt: Again, '''cages'''. As stated above in GottaCatchEmAll, you need to open [[LastLousyPoint all 102 cages]] to access the final stage. However, there are some cages in the game that are invisible until you find the triggers for them, which are also invisible. Not even knowing the sound cue helps, because they can also trigger other things.

to:

* GottaCatchEmAll: The Electoon cages. It's ''required'' to even clear the game. And there's a ''lot'' of them - '''102''' to be exact. Forgot a cage in "Eat at Joe's"? Go get it, lazy bum, or no end for you! Some of them can be a real pain in the neck to find (see GuideDangIt below).
find.
* GuideDangIt: Again, '''cages'''. As stated above in GottaCatchEmAll, you Electoon Cages. You need to open [[LastLousyPoint all 102 cages]] to access the final stage. However, there are some cages in the game that are invisible until you find the triggers for them, which are also invisible. Not even knowing the sound cue helps, because they can also trigger other things.



* PixelHunt: Just TRY to find all of the Electoon cages by yourself. Especially nerve-wrecking since half the time they appear out of thin air (see GuideDangIt above).

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* PixelHunt: Just TRY to find all of the Electoon cages by yourself. Especially nerve-wrecking since half the time they appear out of thin air (see GuideDangIt above).air.


* GottaCatchEmAll: The Electoon cages. It's ''required'' to even clear the game. And there's a ''lot'' of them - '''102''' to be exact. Forgot a cage in "Eat at Joe's"? Go get it, lazy bum, or no end for you! Some of them can be a real pain in the neck to find (see GuideDangIt below)

to:

* GottaCatchEmAll: The Electoon cages. It's ''required'' to even clear the game. And there's a ''lot'' of them - '''102''' to be exact. Forgot a cage in "Eat at Joe's"? Go get it, lazy bum, or no end for you! Some of them can be a real pain in the neck to find (see GuideDangIt below)below).



* [[GuiltBasedGaming Guilt-Based Quitting]]: If you lose all your lives, Rayman will be shown walking down a alley that's grim and corrupted on the left side. You'd better press START to Continue playing before he staggers to the GameOver side, or else!

to:

* [[GuiltBasedGaming Guilt-Based Quitting]]: GuiltBasedGaming: If you lose all your lives, Rayman will be shown walking down a alley that's grim and corrupted on the left side. You'd better press START to Continue playing before he staggers to the GameOver side, or else!
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* GuiltBasedGaming: The GameOver screen shows Rayman walking down a alley that's grim and corrupted on the left side.

to:

* GuiltBasedGaming: The GameOver screen shows [[GuiltBasedGaming Guilt-Based Quitting]]: If you lose all your lives, Rayman will be shown walking down a alley that's grim and corrupted on the left side.side. You'd better press START to Continue playing before he staggers to the GameOver side, or else!



* ItsAWonderfulFailure: If you can't continue anymore, he either starts coughing and drops dead, or tumbles around and falls on his ass angrily.

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* ItsAWonderfulFailure: If you can't continue anymore, he run out of chances to continue, Rayman either starts coughing and drops dead, or tumbles around and falls on his ass angrily.angrily and your game is over for real!

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* GuiltBasedGaming: The GameOver screen shows Rayman walking down a alley that's grim and corrupted on the left side.



** You start with 5 lives and 5 Game Overs, each providing another 5 lives. And ''that's what you're stuck with''. There are lives to be found in (often very) hard to reach places, but these won't save you from inevitably running out. Saving the game with passwords or on your memory card also saves your progress in lives and Game Overs, so it's easy to screw up and be forced to start all the way from the beginning. Some of the bosses, such as Space Mama, can easily take away 25 lives by themselves.

to:

** You start with 5 lives and 5 Game Overs, chances to continue should your game be over by losing all your lives, each providing another 5 lives. And ''that's what you're stuck with''. lives.[[note]]But should you be ''down to your last 3 chances to continue'', you can get 10 more by pressing Up, Down, Right and Left after choosing to continue.[[/note]] There are lives to be found in (often very) hard to reach places, but these won't save you from inevitably running out. Saving the game with passwords or on your memory card also saves your progress in lives and Game Overs, chances to continue, so it's easy to screw up and be forced to start all the way from the beginning. Some of the bosses, such as Space Mama, can easily take away 25 lives by themselves.



* ItsAWonderfulFailure: The GameOver screen shows Rayman walking down a alley that's grim and corrupted on the left side. If you're out of continues, he either starts coughing and drops dead, or tumbles around and falls on his ass angrily.

to:

* ItsAWonderfulFailure: The GameOver screen shows Rayman walking down a alley that's grim and corrupted on the left side. If you're out of continues, you can't continue anymore, he either starts coughing and drops dead, or tumbles around and falls on his ass angrily.



* LawOfOneHundred: Collecting 100 Tings nabs you an extra life. In the [=DSi=] version, this is reduced to 50.

to:

* LawOfOneHundred: Collecting 100 Tings nabs nets you an extra life. In life.[[note]]In the [=DSi=] version, this is reduced to 50.[[/note]] You're gonna need 'em.
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* ScaryScorpions: The penultimate boss, Mr. Skops is a giant red scorpion who attacks Rayman on sight by launching his claw at him, trying to knock him into lava and shoot him with his stinger.
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* SphereEyes
* Spikes of Doom: The game ''loves'' these.

to:

* %%* SphereEyes
* Spikes of Doom: %%* SpikesOfDoom: The game ''loves'' these.



* Surprise Difficulty: A beautiful valley, calming music and a casually walking hero. What could go wrong? The first level lulls you into a sense of calm.. only for the second level (Band Land) to smash your face into the ground while you're distracted.

to:

* Surprise Difficulty: SurpriseDifficulty: A beautiful valley, calming music and a casually walking hero. What could go wrong? The first level lulls you into a sense of calm.. only for the second level (Band Land) to smash your face into the ground while you're distracted.

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Correcting indentation and a bit of formatting


* AllThereInTheManual: The PC version of the game doesn't state anywhere that the two Moskitos are not the same character. Considering Mr. Stone and Space Mama also appear in two different levels, the common assumption is that the two identical looking insects are in fact the same.
** In some versions of the game, the "bad" Moskito is given a unique red coloring, but in other versions, he has the exact same colors as the "good" Moskito, further contributing to the confusion.

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* AllThereInTheManual: The PC version of the game doesn't state anywhere that the two Moskitos are not the same character. Considering Mr. Stone and Space Mama also appear in two different levels, the common assumption is that the two identical looking insects are in fact the same.
**
same. In some versions of the game, the "bad" Moskito is given a unique red coloring, but in other versions, he has the exact same colors as the "good" Moskito, further contributing to the confusion.



* AWinnerIsYou: The ending to this game consists of a [[https://www.youtube.com/watch?v=GUds5Z6MRtE 16 second clip]] of fireworks and the Magician announcing "You've done it, you've saved THE WORLD!". [[SarcasmMode A wonderful reward]] considering how much bloodshed is involved in GETTING to the ending. What's even worse is that ''Rayman Forever'' had too much content packed on the disc to get the cut scenes in, so all you get are the ''end credits''.
** The EdutainmentGame version did have ending where Rayman is celebrated for his success of returning the Book of Knowledge.

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* AWinnerIsYou: The ending to this game consists of a [[https://www.youtube.com/watch?v=GUds5Z6MRtE 16 second clip]] of fireworks and the Magician announcing "You've done it, you've saved THE WORLD!". [[SarcasmMode A wonderful reward]] considering how much bloodshed is involved in GETTING to the ending. What's even worse is that ''Rayman Forever'' had too much content packed on the disc to get the cut scenes in, so all you get are the ''end credits''.
**
credits''. The EdutainmentGame version did have ending where ended with Rayman is being celebrated for his success of returning the Book of Knowledge.



* DoomyDoomsOfDoom: Mr Dark's one and only line;

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* DoomyDoomsOfDoom: Mr Dark's one and only line;line:



* OneHundredPercentCompletion: Required in order to enter the final level.

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* OneHundredPercentCompletion: OneHundredPercentCompletion:
**
Required in order to enter the final level.



** ''"The Electoons, who used to gravitate around it, lose their NAT-ural stability and'' ''scatter ALL OVER THE'' '''WORRRRRRRRRRRRRRRRRRRRRLD!!''' ''Troublesome, isn't it? And untidy, too."''

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** ''"The -->''"The Electoons, who used to gravitate around it, lose their NAT-ural stability and'' ''scatter and scatter ALL OVER THE'' THE '''WORRRRRRRRRRRRRRRRRRRRRLD!!''' ''Troublesome, Troublesome, isn't it? And untidy, too."''
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Not necessary and made redundant by the justification


* SelectiveGravity: Tings and miscellaneous power-up items found in the game are a perfect example of this. Also, the floating rings[[note]]Justified because they actually have wings.[[/note]].

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* SelectiveGravity: Tings and miscellaneous power-up items found in the game are a perfect example of this. Also, the floating rings[[note]]Justified because they actually have wings.[[/note]].
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None


There's also a FanRemake called ''VideoGame/RaymanRedemption'', which it is set to be released in 2020.[[https://gamejolt.com/games/raymanredemption/340532/ demo is available to download.]]

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There's also a FanRemake called ''VideoGame/RaymanRedemption'', which it is set to be released in 2020. [[https://gamejolt.com/games/raymanredemption/340532/ demo is available to download.]]
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None


There's also a FanRemake called ''VideoGame/RaymanRedemption'', which it is currently in works, [[https://gamejolt.com/games/raymanredemption/340532/ demo is available to download.]]

to:

There's also a FanRemake called ''VideoGame/RaymanRedemption'', which it is currently set to be released in works, 2020.[[https://gamejolt.com/games/raymanredemption/340532/ demo is available to download.]]

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