Rayman himself

Never heard of that one before, I'll go snoop around and see.

Either ways, while it's not exactly good looking, I feel it gives Rayman his own personality. Hence why I find it endearing. We all have our bad angles and awkward faces.
 
Yeah like @3:12's pretty damn funny to me still. I'd say it's a good example of it being endearing.
 
I don't really think his teeth look that bad at all, I think he might look a bit weird without them like a gummy mouthed old man.
That being said, maybe this one could do without:

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He looks a bit like he's pulling a :dango:
 
The proportions of that model confuse me a little bit. His neckerchief is strange, and I don't quite follow how his teeth somehow slot around his lips perfectly.

I like the teeth in pretty much every case though.
 
I know that some consider the Ray3 design to be the "edgy" phase of Rayman's design evolution, but I do kinda miss the personality he could show. The UbiArt designs are very charming, and I do like the adventurous feel Rayman has in them, but I feel that Ray3 exuded the most playful mischievousness from the lot ingame.
 
In all seriousness, Brain Games' collision detecting is terrible. Even if you were an inch away from touching say a blue spiky ball, you would still take a hit from it. Confusing especially that Amazing Learning Games had the better collision detecting, and the game is basically the much earlier released PC version of Brain Games. Another thing is that the life statues are extinct in the game. You can tell some coding got messed up towards them when the port was made because when certain flashes that occur when you activate a gendoor, nothing appears. Absolutely, nothing. And the graphics, were a complete downgrade to the PS1 version of the original Rayman. I wonder what happened there.
 
Yeah, the collision detection was bumped up to the entire area of the sprite, rather than the hitboxes programmed in the game. I guess it's a glitch in some versions. It's in my copy of Maths & English with Rayman Vol. 3 on PC, but not Vol. 1. This copy of Vol. 1, mind you, is one I only got last August, and it's in a different box from the one I had back in 2000, and from my Vol. 3. I can't remember if my old copy of Vol. 1 had the wonky collisions or not, but I seem to recall being able to shoot antitoons without ducking (though I might be mixing up with Vol. 3).
The life statues issue is one I was not aware of, and must be frustrating! You go out of your way, possibly getting in danger, following this "secret" path, and… nothing!? Though at least it only takes 50 Tings to get an extra life, rather than 100 in the original…
The graphics are easy to explain: it's a simple port of the PC version to the PlayStation.
 
PluMGMK said:
but I seem to recall being able to shoot antitoons without ducking
This happens in Brain Games as well. It's actually pretty cool, as it makes it easier to destroy them when they're in bunches. :mryellow:

PluMGMK said:
The life statues issue is one I was not aware of, and must be frustrating!
I ended up finishing the game today with 5 lives remaining. A few times I finished with 95-99 lives left in the original Rayman! Where is the logic in that?? There's only a 10 level difference between the two games. Would've made the life count a lot better if it wasn't for that life statue glitch.

PluMGMK said:
The graphics are easy to explain: it's a simple port of the PC version to the PlayStation.
And it wasn't a successful one. Rayman's eyes look buggy when he is facing the right, like it if they were enlarged. There's even a couple of levels where Rayman's face looks like he gained a few extra pounds. I do believe it's one of the phases from Percussion Path and Tasty Chase.
 
I'm half tempted to do one of those, and have the enlightened one being Dynamite Heddy, in honour of old DarkKitty.
 
Rayman Junior did feel a bit odd compared to the original PS1 Rayman. It being a port of the PC version would make sense, though I do wonder why they couldn't just use the PS1 version's software. Time constraints?
 
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