Rayman 3 (early production): Difference between revisions

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A short paragraph for each item in the scrapped levels, scrapped characters and scrapped objects would be welcome
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Early footage, screenshots and artwork show that development initially began with [[Rayman]] utilising his design from ''[[Rayman 2]]'', as opposed to the new redesign that debuted with the final game. Other early elements include unused areas, such as an [[Aquatic world|underwater level]], or differences with the HUD, which resembles the HUD of ''[[Rayman 2]]'' in some early screenshots. Some screenshots appear fairly similar to the final game, but still show some differences in aesthetic.
Early footage, screenshots and artwork show that development initially began with [[Rayman]] utilising his design from ''[[Rayman 2]]'', as opposed to the new redesign that debuted with the final game. Other early elements include unused areas, such as an [[Aquatic world|underwater level]], or differences with the HUD, which resembles the HUD of ''[[Rayman 2]]'' in some early screenshots. Some screenshots appear fairly similar to the final game, but still show some differences in aesthetic.
===Ghost levels===
The third and fourth parts of [[the Bog of Murk]] appear to have originally been the same map, but ended up being separated. Both parts retained a prototype copy of the other where only a few gems are present, elements like [[Meadowscrew]]s are non-functional, and there aren't any enemies or [[cage]]s. These areas can be accessed in-game with hacks or glitches.
===Debugging features===
There are two debugging features mistakenly left in the GameCube version of the game. The first one is in the first part of [[the Fairy Council]]: holding R + Start will cause [[Murfy]] to stop flying until the player lets go. The second is in the fourth part of [[the Desert of the Knaaren]]: pressing the same buttons will cause the text "Salle 01" (French for "Room 01") to appear in the bottom left of the screen. If the player then holds the R button and presses Up or Down on the D-Pad, the number can be changed up to 05. Holding R and pressing Left on the D-Pad will then cause [[Rayman]] to be teleported to a specific location, depending on what number was displayed.


===Screenshots===
===Screenshots===

Revision as of 22:03, 1 March 2017

The early logo of Rayman 3
An early logo using the Rayman 2 font.

Rayman 3: Hoodlum Havoc underwent numerous changes during its development. This page notes findings in regards to said changes in development, and early visual items, such as screenshots and artwork.

Early development

Rayman fighting Razoff, showing the early HUD (head-up display)
This article or section needs to be rewritten and/or expanded.

Early footage, screenshots and artwork show that development initially began with Rayman utilising his design from Rayman 2, as opposed to the new redesign that debuted with the final game. Other early elements include unused areas, such as an underwater level, or differences with the HUD, which resembles the HUD of Rayman 2 in some early screenshots. Some screenshots appear fairly similar to the final game, but still show some differences in aesthetic.

Ghost levels

The third and fourth parts of the Bog of Murk appear to have originally been the same map, but ended up being separated. Both parts retained a prototype copy of the other where only a few gems are present, elements like Meadowscrews are non-functional, and there aren't any enemies or cages. These areas can be accessed in-game with hacks or glitches.

Debugging features

There are two debugging features mistakenly left in the GameCube version of the game. The first one is in the first part of the Fairy Council: holding R + Start will cause Murfy to stop flying until the player lets go. The second is in the fourth part of the Desert of the Knaaren: pressing the same buttons will cause the text "Salle 01" (French for "Room 01") to appear in the bottom left of the screen. If the player then holds the R button and presses Up or Down on the D-Pad, the number can be changed up to 05. Holding R and pressing Left on the D-Pad will then cause Rayman to be teleported to a specific location, depending on what number was displayed.

Screenshots

Scrapped levels

Aquatic world

Main article: Aquatic world

Chess minigame

Main article: Chess minigame

Xowar minigame

Main article: Xowar minigame

Concept art of creatures that did not make to the final version of the game

Scrapped characters

Bonton

Main article: Bonton

A Bonton appears in the Xowar secret.

Clark

Main article: Clark

Clark was originally intended to appear according to L'Histoire de Rayman.

Glute

Main article: Glute

A glute appears in the Xowar secret.

Goaty

Main article: Goaty

Gunslinger Hoodlum

Main article: Gunslinger Hoodlum

Hoodloon

Main article: Hoodloon

Hoodloons appear as background objects in the Summit Beyond the Clouds.

Hoover

Main article: Hoover

Kagoubinôme

Main article: Kagoubinôme

Ly

Main article: Ly

Ly makes a cameo appearance in the Longest Shortcut, though the presence of concept art showing a redesign might imply an intended larger role.

Muddibog

Main article: Muddibog

Muddibogs appear as enemies in the final game, but a giant variant was scrapped.

Murkin

Main article: Murkin

Murkins eventually appear in Rayman: Hoodlum's Revenge.

Scaleman

Main article: Scaleman

Scaleman appears in the Game Boy Advance version of Rayman 3.

Siamese Hoodlum

Main article: Siamese Hoodlum

Snoot

Main article: Snoot

Snorty

Main article: Snorty

Wooglah

Main article: Wooglah

Xowar

Main article: Xowar

The Xowar appears in the Xowar secret.

Zaq

Main article: Zaq

Scrapped objects

Concept designs for the Lav-O-Matic

Lav-O-Matic

Main article: Lav-O-Matic

Plum container

An unused object that appeared to contain a plum was discovered by hacking the game.

A beta object which could contain plums
When a player scores a number of points in the 2002 demo, the words "Holy sheet" would initially appear on the screen
This flag has been replaced by this one who represents the most common enemies from the game: the Hoodmongers

2002 Demo

In 2002, some platinum copies of Rayman Revolution were bundled with a demo disc of Rayman 3: Hoodlum Havoc and these were identified with a sticker in the front cover. There were other Rayman games for PC that bundled the same demo too, along with a few other demos featuring different levels than the ones seen in the Playstation 2 version. This demo featured some differences:

  • The demo features an earlier trailer with different music and some gameplay footage with notable differences, like fire textures from Rayman 2 and Rayman with the Rayman 2 design in the Leptys cutscene.
  • The loading screens of the PC version is an earlier version of "The Usual Suspects", featuring Count Razoff and an older design of the Knaaren, the Hoodboom and the Muddibog.
  • The loading screen of the Playstation 2 version features a slot machine with a rotating 3D model of a Hoodmonger. A similar style of loading screen was used in the final version of Rayman M for the Playstation 2.
  • In Dangerous Game the old appearance of the pigpots can be seen.
  • Rayman yells like Tarzan when he grabs a flying hook with the Lockjaw.
  • Globox and André have different voices than the ones used in the final version.
  • The lock target image is different.
  • There is different music and sound effects than in the final version.
  • The points given by some actions are different, like for example, a green gem rewards the player with 100 points instead of 1500.
The design of the lock target in the 2002 demo
The PlayStation 2 loading screen from the 2002 demo of Rayman 3
The previous design of the pigpots.

Dangerous Game

This game mode is available in the Rayman 3 demo, released in 2002. It contains a sequence of the third section of the Clearleaf Forest. Many differences can be found between this version and the level of the final version. Some additional differences appear in the PlayStation 2 version. Like the musics played when Rayman is in fight with the Hoodlums. Before the first secret entrance of this sequence, it was initially expected that a flag representing the Hoodlum camp appears. It was then replaced by a flag representing a Hoodmonger. In the PC version of the demo, the pigpots' previous design is used.

Special Invaders

This game mode is also available in the Rayman 3 demo. It contains the third section of the Tower of the Leptys. Between the beta and final version of this section, the most striking differences are the sounds and musics. Some dialogs had not yet been added to the game, such as those of Globox and Rayman during the cinematic of the section. Globox does not call Rayman to get aboard his Armaguiddon but honk to get him. Also, he doesn't say anything about the enemies and do not compliment the buildings. But he is frightened at the sight of the stone gaps, when he's with Rayman in the room where they are located, Globox yells : "Ah! A mixer!". The name given to this game mode was finally used for a mini-game in the final version of Rayman 3. The name of this game mode refers to a classic, Space Invaders'.

Trailer

The trailer of the demo is different in the final version of Rayman 3.

For example, in the trailer of the demo, the old design of the officers is used. Their design looks like the Hoodmongers' one, but they wore chain mail and a kind of metal bulletproof vest.

Rayman 3 HD

Artwork

Music

In the PlayStation 2 version of the beta in Dangerous Game, only the first music of the Hoodmonger Soldiers is used.

External links