Michael Ancel created Rayman on the Atari ST as a demo for Lankhor,then with Fredric Houde, they decided to develop it for the SNES CD as the ST was rapidly dying at retail..
SNES CD drive never appears, so they look towards new hardware.
Jaguar offered impressive 2D, could display a lot of colours on screen, had high capacity cartridges.. Where as PS1 had CD, ideal to store games giant textures and was easy to code for.
It's gameplay mechanics are firmly entrenched in it's 16 bit origins..
It lacks the kind of original elements you might expect to find in something designed from the ground up for cutting edge new hardware..
Something like Jumping Flash on Playstation is different, that was clearly developed with the increased 3D power of the 32 bit Playstation in mind from the start..entire game built around the 3D aspect.
Or Ape Escape..gameplay built around the dualshock controller..
Rayman is just a gorgeous, but frustrating platformer..raised the bar in 2D visuals, yes..but gameplay very familiar to anyone moving from SNES or MD to the Jaguar.
Reworking the art style,making sprites bigger and having far more colours on-screen, don't take the gameplay mechanics kicking and screaming into a new realm..
Johnny Bazookatone tried to disguise it's familiar,16 bit era gameplay, via flashy,rendered sprites, backgrounds and music..
But it too was very 16 bit in nature.
Edited by Lost Dragon, Sat Jan 27, 2018 3:50 PM.