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Rayman M

Rayman M is a multiplayer party video game developed and published by Ubisoft, released in Europe on November 30, 2001, for PlayStation 2, and on December 14, 2001, for Microsoft Windows, with North American launch under the title Rayman Arena on September 24, 2002, for PlayStation 2 and Windows. It serves as a spin-off from the Rayman platforming series, utilizing characters and graphical style from Rayman 2: The Great Escape, and emphasizes competitive gameplay in fantastical environments inspired by that title. The game divides into two primary modes: racing and battle, both supporting up to four players in single-player leagues or multiplayer via split-screen and . In racing, players navigate three-lap obstacle courses on foot—such as swamps, beaches, and pirate ships—while collecting and using power-ups to hinder opponents, with sub-variants including time trials and butterfly-capturing races. mode unfolds in enclosed arenas as a , where participants shoot projectiles, deploy abilities like flight or shock waves, and gather dropped from defeated foes to win by accumulation or elimination. Subsequent ports expanded availability to and on September 24, 2002, in , with a simplified PlayStation 1 version titled Rayman Rush released in 2002 for select regions. The title's single-player campaign structures competition across five progressive leagues—beginner, advanced, expert, extreme, and bonus—each comprising racing tracks and arenas of increasing difficulty, culminating in unlockable content like bonus levels. Playable characters include , Globox, and others from Rayman 2, with customizable controls for , , or controllers across platforms.

Gameplay

Racing Modes

In Rayman M, the racing modes emphasize foot-based competition without vehicles, requiring players to utilize platforming abilities from , such as jumping, gliding with helicopter hair, punching, and shooting energy projectiles to navigate tracks and interact with opponents. Obstacle Racing serves as the core multiplayer mode, where up to four players (or AI opponents in single-player) compete to complete a set number of laps—typically three—on obstacle-filled tracks first. Courses incorporate environmental hazards like rolling barrels, slamming plants, climbing walls, and waterways for surfing, demanding precise strafing, flipping, and shortcut usage via purple or switches to open paths. Players can fire energy balls or ice shots at rivals to briefly stun them, integrating light elements that slow progress without derailing the race focus. Time Attack, known as Polopopoï mode, is a single-player challenge where participants must finish three laps within a depleting timer starting at 20 seconds. Additional time is gained by shooting colorful Polopopoï scattered along the track, with each color granting varying extensions to encourage aggressive navigation and precision. collected during runs act as currency for unlocking content, adding a collection to speed runs. Lums Mode is another single-player racing challenge where players complete three laps while collecting the maximum number of possible, which contribute to unlocking additional content. Tracks draw from 2's diverse environments, including swamps, beaches, forests, and pirate ship decks across beginner, advanced, expert, and bonus leagues, promoting speed and mastery of abilities like over gaps or punching bumpers for boosted jumps. Temporary power-ups, such as speed boosts or rival-hindering items, appear sporadically to provide strategic edges, though the mode prioritizes skillful platforming over item reliance.

Battle Modes

Battle modes in Rayman M consist of arena-style encounters set in enclosed environments drawn from the game's worlds, where players utilize shooting mechanics, basic attacks, and power-ups to achieve mode-specific objectives such as collecting or capturing items. These modes emphasize close-quarters strategy and evasion over linear progression, supporting up to four players in split-screen multiplayer, with options for free-for-all or team-based play depending on the variant selected. In Lum Spring (also referred to as Freeze Fight in certain regional releases), players are equipped with ice bullets that temporarily freeze opponents for one second upon hit, with an initial supply of five bullets that automatically refill over time, enabling uninterrupted Lum collection from randomly spawning points indicated on the . The primary goal is to amass a predetermined number of —defaulting to five—or the highest total by the end of the (typically one minute), with team-based scoring available to encourage freezing and collection efforts. No additional weapons are present, focusing on precise and quick recovery from freezes as bullets automatically refill over time. Lum Fight (or Total Fight mode) shifts to a more aggressive free-for-all or team battle format, where each player begins with five hit points and must deplete opponents' using energy shots, punches, or collected power-ups to score points via eliminations. Lums are obtained from generators scattered throughout the arena, which dispense weapons like rapid bullets for sustained fire, glue bombs for area immobilization, buzz rockets for homing attacks, or shields such as the ultimate barrier for temporary invincibility. Eliminating a foe grants one Lum, while self-inflicted damage deducts one; victory is achieved by reaching the Lum target (default five) or leading in points after the time expires (default one minute). Capture the Fly introduces objective-based strategy in a team-oriented setup, where two sides compete to seize and hold a central Light-Fly item that continuously generates for the possessing team when carried. Players move faster while holding but cannot shoot, requiring defensive positioning or coordinated steals using five rubber bullets that bounce off surfaces to dislodge it from enemies (bullets refill over time). Protection of the Fly demands evasion tactics, while theft involves calculated shots; the mode ends when a team reaches ten or leads after two minutes, promoting defensive play and team coordination over direct confrontation. Combat in these modes leverages core character abilities for mobility and engagement, including by holding the jump button to traverse gaps and evade shots, and the helicopter hair spin (activated by holding the action button) for short aerial ascents to launch attacks from above or escape ground threats. Item pickups from generators or arenas enhance tactics, such as deploying bombs for or activating shields to block incoming fire, adding layers of risk-reward to positioning and timing. collected across modes serve as a for unlocking additional content. The multiplayer framework supports up to four participants in split-screen on consoles (requiring a multi-tap for PS2) or PC, blending human and CPU opponents adjustable across easy, medium, hard, or ultra-hard difficulties. PC and PS2 versions exclusively feature arenas, allowing single-player practice sessions to hone accuracy, ability usage, and arena navigation without competitive pressure.

Development and Release

Conception and Production

Rayman M emerged as Ubisoft's effort to extend the series into multiplayer experiences, building directly on the foundation of the 1999 title . The project was officially announced on April 19, 2001, with an initial focus on and PC releases scheduled for November of that year, followed by an Xbox version in 2002. This announcement positioned Rayman M as a multiplayer game set within the vibrant, fantastical worlds of Rayman 2, aiming to deliver fast-paced competition without the single-player narrative constraints of prior entries. Development took place primarily at (then known as Ubi Pictures), with additional contributions from for battle and menu systems on PC and PS2 versions. Key producers included Arnaud Carrette and Riccardo Lenzi, while Sylvain Constantin served as producer for the edition; , the series creator, provided oversight on overall design consistency. The team sought to craft a "serious" yet accessible multiplayer title, diverging from purely whimsical platformers to emphasize competitive play for up to four participants, appealing to enthusiasts. Nine playable characters from 2, such as , Globox, and , were incorporated to leverage familiar elements. The game's design philosophy integrated 's 3D platforming mechanics—like running, jumping, shooting, and helicopter-like flight—with new and battle modes to foster chaotic, skill-based interactions across obstacle-filled levels. To ensure efficiency, developers reused assets from , including environments and character models, while adapting the underlying engine for multiplayer demands. This adaptation supported split-screen play for four players on most platforms, though online features were planned but constrained by contemporary hardware limitations, resulting in and support primarily on PC. Promotion began alongside the announcement, with unveiling previews at 2001 that highlighted the game's modes, characters, and levels, underscoring its suitability for casual, family-oriented sessions. An official website was launched to showcase screenshots, descriptions, and eventually a playable demo, building anticipation for its accessible, non-violent competitive format.

Platforms and Regional Releases

Rayman M was initially released for the and Windows in on November 30, 2001, with the version launching in one day earlier on November 29. The Windows version followed shortly after in on December 14, 2001. In , the game was retitled Rayman Arena and ported to additional platforms, launching simultaneously for , Windows, , and on September 24, 2002. The title change from Rayman M to Rayman Arena in was made to avoid potential confusion with the "M" ESRB rating for content. All versions of the game were developed and published by across platforms, with no significant content removals, though adaptations were made to suit hardware capabilities. The and Windows versions support up to four players in local split-screen multiplayer, while the and ports maintain similar local multiplayer limits but feature minor adjustments in menu navigation and character selection options. The Windows version uniquely includes and multiplayer support for up to eight players, enabling broader competitive play beyond local setups, in addition to modes like Popolopoï challenges where players collect floating creatures across tracks. These elements build on assets from , repurposing environments for the multiplayer-focused structure.
PlatformRegionRelease DateNotes
PlayStation 2November 30, 2001Initial launch; : November 29, 2001
WindowsDecember 14, 2001Supports multiplayer
PlayStation 2September 24, 2002Titled Arena
WindowsSeptember 24, 2002Titled Arena
September 24, 2002Titled Arena; local multiplayer only
September 24, 2002Titled Arena; local multiplayer only

Rayman Rush

Rayman Rush is a simplified port of Rayman M developed by for the PlayStation (PS1), released in select regions in early 2002 to bring the multiplayer experience to legacy hardware. Due to the PS1's technical limitations, the game omits the battle mode entirely, focusing solely on with reduced graphical fidelity and only two-player multiplayer support. The title launched in starting with the on March 8, 2002, followed by other regions, and in on March 26, 2002. It retains core mechanics like Lum collection and power-ups but features fewer tracks and characters compared to the main versions, serving as a budget-friendly option for PS1 owners.

Reception

Rayman M

Rayman M, released in in 2001 and known as Rayman Arena in the following year, received mixed reviews from critics, with aggregate scores ranging from 46 to 63 out of 100 across platforms. On , the version earned a score of 63 based on 10 critic reviews, reflecting a consensus of average reception, while the version scored 60; lower scores were recorded for at 50 and PC at 46. Critics praised the game's colorful, cartoony visuals and strong character models carried over from , noting their vibrant and detailed presentation that enhanced the multiplayer experience. The multiplayer modes were frequently highlighted as a strong suit, with reviewers appreciating the fun party elements suitable for casual group play, including accessible controls and a blend of platforming challenges in racing segments. commended the enjoyable social aspects for younger audiences but criticized the lack of innovation, awarding the PS2 version 4.7 out of 10 and pointing out clunky execution that limited long-term appeal. Similarly, gave the PS2 edition 6.2 out of 10, praising the cheerful music and low system requirements for smooth performance but unfavorably comparing its slow pacing to faster racers like . echoed these sentiments, lauding the battle mode as "extremely good fun" with excellent animations and no major slowdowns in single- or two-player sessions, yet noting the overall pace felt sluggish compared to benchmarks like , alongside minor bugs such as environmental traps. Common criticisms centered on repetitive level designs, unoriginal modes resembling clones, and dull battle arenas hampered by poor controls and limited variety. Technical glitches in multiplayer, including graphical issues on PC and difficulties, further detracted from the experience, contributing to the game's mixed standing. Commercially, performed modestly as a 2002 spin-off title from , lacking the blockbuster sales of mainline entries like Rayman 3: Hoodlum Havoc, which exceeded one million units worldwide, and fitting into the publisher's mid-tier portfolio amid the series' overall 10.5 million units sold by late 2001.

Rayman Rush

Rayman Rush received mixed reviews from critics, earning a Metacritic aggregate score of 62 out of 100 based on five reviews, reflecting a general consensus of average quality with notable shortcomings. Reviewers praised its vibrant graphics that preserved the colorful aesthetic of the series on the PlayStation hardware, making it visually appealing despite technical limitations. The racing modes were highlighted for their easy pick-up-and-play nature, offering straightforward fun in short sessions that echoed elements from Rayman M's competitive races without delving into complex mechanics. However, the game was frequently faulted for incomplete features, such as the absence of battle modes, which significantly reduced replayability and made it feel like a truncated version of its multi-platform counterpart. Critics like those at awarded it a 5.8 out of 10, noting that while it provided a decent diversion, the sound design was lackluster with uninspired music and sparse effects, contributing to a rushed overall presentation. Official U.S. PlayStation Magazine gave it a 6 out of 10, describing it as "rather unimpressive" despite not being visually offensive, emphasizing its failure to innovate beyond basic racing. Games Radar was more critical, scoring it 4.8 out of 10 and calling it "too dull," with repetitive level traversal offering little sense of achievement or progression. In comparisons, it was often viewed as a downgraded iteration of Rayman M, suitable for PlayStation holdouts but inferior to contemporaries like due to hardware constraints and omitted content. User feedback mirrored the mixed critical reception, with Metacritic's user score at 4.7 out of 10 from 13 ratings, where players appreciated the cheerful character animations and occasional upbeat but expressed over the two-player limit, which curtailed multiplayer appeal for larger groups. Overall, Rayman Rush is regarded as a stopgap title aimed at extending the to , lacking the lasting impact or depth of the main Rayman M release.

References

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