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"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 & Jaguar Openingnote .

The debut of the limbless wonder, created by Michel Ancel and Ubisoft and released in 1995 for the Atari Jaguar, PS1, Sega Saturn, and MS-DOS, and later saw releases on Game Boy Color, Game Boy Advance, PSN, 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 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 Arc Welding of Rayman Origins, this and its sequel Rayman 2: The Great Escape, were almost completely separate in terms of tone, content and even gameplay, being much more lighthearted and childish, as well as more difficult, and having a much lighter story and smaller cast. It should be stressed again how difficult this game was. No, really.

There also exists an Edutainment Game 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 Lighter and Softer rewrite, most (if not all) Rayman's abilities available from the start, and an actual ending.

There's also a Fan Remake called Rayman Redemption, which was released for free download in 2020.

Tropes exclusive to the original release and ports:

  • Ability Required to Proceed: 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.
  • Abnormal Ammo: 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.
  • Advancing Wall of Doom: Mr. Stone, Mr. Sax, and Moskito (with a giant spiky fruit) all have this type of level.
  • All There in the Manual: 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.
  • Alphabet Soup Cans: The Edutainment Game version, where choosing the right answer will progress you, while choosing the wrong answer will lead to instant kill traps.
  • American Kirby Is Hardcore: The Japanese release inverts this — while the original cover art isn't exactly "hardcore", 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.
  • Anti-Frustration Features:
    • The Save Feature and Password Save 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 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 "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.
  • Attack Its Weak Point: Punch Space Mama and the Mr. Dark boss fusions in the face.
  • A Winner Is You: The ending to this game consists of a 16 second clip of fireworks and the Magician announcing "You've done it, you've saved THE WORLD!". 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 Edutainment Game version ended with Rayman being celebrated for his success of returning the Book of Knowledge.
  • Background Music Override: Get a Double Knockout during a boss fight and on your next life, the title screen music replaces that of the current boss fight.
  • Band Land: The Trope Namer.
  • Big Damn Heroes: 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.
  • Big "YES!": Every time you complete a level, a hilarious and satisfying "YEAH!" is heard as part of the level complete jingle note .
  • Blackout Basement: The first area of Eat At Joe's, where all you can see is a light around your fist.
  • Bonus Stage: 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.
  • Boss-Arena Idiocy: To damage Mr. Stone, punch the totem pole's head onto him.
  • Boss Remix: Mr. Stone's battle theme is remixed from the Blue Mountains theme.
  • Boss Rush: The final boss fight consists of defeating three different fusions of previous bosses. Picture City and Space Mama's levels also use this.
  • Boss Tease:
    • "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 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".
  • Book Ends: Y'know the mosquito that served as the first boss? Yeah, he's the final segment of the final boss rush.
  • Bubblegloop Swamp: Pink Plant Woods is this, mixed with elements of Jungle Japes.
  • Card-Carrying Villain: Mr. Dark.
  • Charge Attack: 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.
  • Checkpoint: Did you find a Photographer? Let him take Rayman a picture, and you won't have to restart the segment of a level from the beginning should you lose a life.
    • Checkpoint Starvation: 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.
  • Chuck Cunningham Syndrome: 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 Rayman Origins.
  • Collision Damage: There are very few things or beings that Rayman can touch without taking a hit.
  • Continuing is Painful: Rayman loses all of his Tings upon losing a life (except in the GBA and DSi versions.
  • Cosmic Keystone: The great Protoon, the MacGuffin stolen by Mister Dark, provides and maintains the harmony and balance in the world.
  • Critical Existence Failure: When Rayman dies, his body turns into a bunch of Electoons which fly off.
  • Defeat Means Friendship: 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.
  • Diesel Punk: The flying shards of rock in the Blue Mountains and the Caves of Skops appear to be combustion-powered life forms that come to life when they see Rayman and chase after him.
  • Doomy Dooms of Doom: Mr Dark's one and only line:
    "You're doomed, Rayman..."
  • Dual Boss: Mr. Dark's third form consists of two flying Space Mamas.
  • Early-Installment Weirdness: To the point where fans speculated whether this game and Rayman 2 were set in an Alternate Continuity, until Origins confirmed both games take place in the same timeline. For instance: Rayman had Sphere Eyes 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 Rayman Origins, 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.
  • Edutainment Game: 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 Lighter and Softer rewrite, most (if not all) Rayman's abilities available from the start, and an actual ending.
  • 11th-Hour Superpower: It's easy to miss, but in the final fight you retain your golden fist even when you die.
  • Energy Weapon: 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.
  • Event Flag: There are sparkles in levels that make a unique sound when touched. They can unblock paths and spawn enemies and gimmicks.
  • Everything Trying to Kill You: 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.
  • Evil Counterpart: The Antitoons to the Electoons, and possibly the Bad/Dark Rayman (which was added to disc-based releases) to Rayman himself.
  • Extended Gameplay: 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.
  • Fake Difficulty:
    • 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.
  • Floating Limbs: 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 Rayman 2: The Great Escape and onward, Rayman's limbless design is not unique to himself, but is shared with many other characters and enemies in the game.
  • Floating Platforms: Pink Plant Woods is full of these.
  • Follow the Money: The Tings sitting around are a very good indicator of where to go or trigger for making an Electoon cage appear.
  • Fungus Humongous: The giant mushrooms in Pink Plant Woods.
  • Fusion Dance: All of Mr. Dark's forms after the first are mash-ups of the previous bosses.
  • Game-Breaking Bug: 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.
  • Generic Doomsday Villain: 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.
  • Gimmick Level
  • Gotta Catch 'Em All: 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.
  • Guide Dang It!: Electoon Cages. You need to open 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.
  • Guilt-Based Gaming: 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 Game Over side, or else!
  • Heart Container: The big Power item extends Rayman's HP meter by two. It is lost if he dies.
  • Helicopter Hair: 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.
  • Hit Points: 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.
  • 100% Completion:
    • 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.
  • Interface Screw: 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.
  • Instant-Win Condition: 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.
  • It's a Wonderful Failure: If you lose with no lives nor continues available, Rayman either starts coughing and drops dead, or tumbles around and falls on his ass angrily and your game is over for real!
  • Large Ham: 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."
  • Last Lousy Point:
    • In order to reach the last level, you need to find all 102 cages (six in each of the seventeen levels). See Guide Dang It! and Gotta Catch 'Em All 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.
  • Law of 100: Collecting 100 Tings nets you an extra life.note  You're gonna need 'em.
  • Leaning on the Fourth Wall: The Photographers in the Nintendo DSi version will take a literal picture of you using the system's camera.
  • Lethal Joke Weapon: Although Rayman's Grimace ability may seem useless at first, you can use it against Tall Livingstones to send them running for their lives. Unfortunately, it gets replaced by the Run ability after you defeat Mr. Stone.
  • Level Ate: Candy Chateau.
  • Level Editor: In Rayman Designer, a pseudo-sequel exclusively for PC. It's actually deceptively robust, especially once dedicated fans figured out how to enable Dummied Out content.
  • Level Goal: Exit signs.
  • Marathon Boss: The final boss.
  • Marathon Level: 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 others. Eat At Joe's and Bongo Hills are infamous for this.
  • Mercy Invincibility: Sometimes taking a hit can take Rayman past an opponent.
  • Mirror Match: 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.
  • Misguided Missile: 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.
  • Mood Dissonance: Mr. Dark resides on Candy Chateau, a quite colorful and sweet location with carnival music.
  • Muzzle Flashlight: 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.
  • New Powers as the Plot Demands: 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.
  • New World Tease: Twilight Gulch, if you didn't get the grabbing power from Pink Plant Woods yet.
  • Nigh-Invulnerability:
    • 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 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.
  • Nintendo Hard:
    • 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, you'll have to do everything again.
    • 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 or collecting certain items, 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. And that's not made explicit by the game, so you may spend agonising minutes of trial and error before realizing that you're not supposed to reach that unsually distant platform yet.
    • You start with 5 lives and 5 continues, each providing another 5 lives.note  There are extra lives to be found in (often very) hard to reach places, but these won't save you from inevitably running out, as 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 continues, 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.
    • The Edutainment Game version (Rayman Junior), while greatly toned down in terms of platforming difficulty, is still challenging at times.
  • Obvious Beta: 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.
  • 1-Up: In the form of Rayman-shaped trophies... and by collecting 100 Tings (or 50 in the DSi version).
  • Orcus on His Throne: 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.
  • Palette Swap: 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.
  • Pixel Hunt: Just TRY to find all of the Electoon cages by yourself. Especially nerve-wrecking since half the time they appear out of thin air.
  • Plot Coupon: The Electoon cages.
  • Power Fist: The Golden Fist and Speed Fist power-ups you can find.
  • Proactive Boss: Mr. Sax, Mr. Stone, and Mr. Dark are all this.
  • Punny Name: 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...
  • Reformulated Game: The Game Boy Color 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 Mix-and-Match Critters.
  • Rise to the Challenge: 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.
  • Rocket Punch: 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.
  • Scary Scorpions: 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.
  • Scenery Porn: The environments are lavish in detail and color. The back of the game's packaging even boasts about the game using 65,000 colors!
  • Screen Crunch: 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 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 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.
  • Schmuck Bait: Hey, let's try to get this upgrade item surrounded by enemies and spikes above a Bottomless Pit! What Could Possibly Go Wrong?
  • Selective Gravity: Tings and miscellaneous power-up items found in the game are a perfect example of this.
  • Sequence Breaking: 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.
  • Skippable Boss: 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.
  • The Smurfette Principle: Space Mama is the only female boss here.
  • Solid Clouds: The game has clouds serving as platforms.
  • Sound-Coded for Your Convenience: 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.
  • Super Drowning Skills: 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.
  • Teleporting Keycard Squad: The game is particularly fond of enticing you with a 1-Up or an Electoon cage, and then spawning a gang of enemies nearby out of thin air.
  • Temporary Platform: A variety of them, including rocks, plants, pencil sharpeners, and clouds.
  • Tennis Boss: Mr. Sax and Mr. Skops.
  • Turns Red: 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.
  • Unique Enemy:
    • 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.
  • Updated Re-release: 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.
  • The Voiceless: 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.
  • Weaksauce Weakness: The tall Livingstone enemies have a particularly hilarious one - if Rayman makes a face at them, they turn around and run for their lives.
  • White Gloves: Rayman and many other characters wear them.
  • You Have Researched Breathing: Some of the powers Betilla bestows on Rayman fall under this, such as the ability to punch, run, and grab onto and climb ledges.

Alternative Title(s): Rayman 1995