Rayman (Nintendo DSi)

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Published by Ubisoft
Developed by Junglevision Software/Making Fun

Directed by {{{directed by}}}
Produced by {{{produced by}}}
Designed by {{{designed by}}}
Programmed by {{{programmed by}}}
Art by {{{art by}}}
Written by {{{written by}}}
Soundtrack by {{{soundtrack by}}}

Release date Nintendo DSi

United States of America(USA).png December 7th, 2009
European Union.png December 25th, 2009
Nintendo 3DS:
European Union.png July 7th, 2011

Genre 2D platformer
Gameplay mode Single player
Platforms Nintendo DSi, Nintendo 3DS
Ratings {{{ratings}}}
Distribution media Digital (DSiWare, Nintendo eShop)
Game engine {{{game engine}}}

Rayman for Nintendo DSi is a port of the original Rayman game which was released as a DSiWare title. As with Rayman Advance, it resembles the PC version most closely. The game can be purchased through the Nintendo eShop on the Nintendo 3DS.

Differences from Rayman

Compared to the PC version of the original game, this port has been modified to be significantly easier in several ways. Rayman now starts off with 6 units of health (which is double the starting amount of health in the original) which can be extended to 10 with a Big Power. Lives can be obtained more frequently and only 50 Tings are required for a new life as compared to 100 in most versions. The number of continues has now been increased to 30 and the Photographer appears in several new locations. To make backtracking easier, the player can now skip to the next screen by pressing the Select button. This only works in levels which have already been completed. Levels unlocked with the all levels cheat do not count as cleared.

A noticeable issue is that whenever Rayman takes damage, he is knocked back further. While this can make it easier to quickly get away from the enemy or object which inflicted the damage, it can also cause the player to quickly lose control over Rayman if they keep getting damaged. This is most notably an issue in Allegro Presto. Rayman's grace period is also shorter, which may cause him to lose more health, making the game seem more difficult.

Other differences include a few missing tracks and a lot of the sound effects (such as Rayman's voice) to be deeper in tone. Some of the textures have been updated, most notably in Band Land where the musical staves are now black instead of white. Some levels have received minor updates, such as Eat at Joe's having added dialogue where Joe the Extra-Terrestrial talks to Rayman before giving him the firefly. The ending has also been expanded compared to other versions. Save files can be named with four characters in this version. The current save's name can now be changed manually from the pause menu, instead of having the player copying the save and then renaming it. Another difference, similar to the Atari Jaguar version, is that Rayman now retains the grimace power upon obtaining the running power, unlike most other versions where it simply gets replaced. Both powers are still mapped to the same button, so the only way to perform the grimace is by doing so when not moving. Crawling in this version uses the Jaguar controls due to L and R being mapped.

New to the game is a menu titled 'Anti Dark-Matters' which acts like a checklist to keep track of the player's progress on the game. As well as having check boxes for having beaten a world and having freed all the Electoons, the player is also rewarded for having completed a world, and ultimately the game, without the use of any continues. For each missions the player is awarded with a few lives. Using cheats on a save prevents these from being unlocked on said save.

Taking advantage of the DSi's camera, the Photographer now takes a picture of the player at every checkpoint, which is used to represent the saved game in the menu. The bottom screen is used to display a map of Rayman's immediate surroundings, which highlights where each checkpoint and exit sign is. The player can use the stylus to scroll through the entire level on the map.



  • The game files contain mentions of online leaderboards, which were never used in the final game.
  • The Ray Breakout minigame level exists in the files with all of its objects intact, but it cannot be accessed through normal means. Accessing it by hacking the game shows that the scripts to start the minigame were either disabled or never ported over from PC, resulting in the level playing as a normal level. The background is also not included in the game, resulting in it appearing glitched out.

External links