Rayman 3D: Difference between revisions

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Remembered there was another removal, and also tidied up a bit.
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*During the [[Teensie]] cutscenes before entering a level containing one of [[Four Masks of Polokus|the four masks]], the dialogue "Go on! Go in!" and "Come on! Don't be shy!" has been removed. The [[Teensie]]s still speak, but the text is no longer present.
*During the [[Teensie]] cutscenes before entering a level containing one of [[Four Masks of Polokus|the four masks]], the dialogue "Go on! Go in!" and "Come on! Don't be shy!" has been removed. The [[Teensie]]s still speak, but the text is no longer present.
*When [[Rayman]] breaks a [[cage]], the total number of [[cage]]s destroyed thus far is no longer displayed on-screen.
*When [[Rayman]] breaks a [[cage]], the total number of [[cage]]s destroyed thus far is no longer displayed on-screen.
*There is a glitch exclusive to this version that allows you to enter the forested clearing in the [[Tomb of the Ancients secret]]. The area is blocked off by a net; however, you can glitch through that net and access the area.
*There is a glitch exclusive to this version that allows the player to enter the forested clearing in the [[Tomb of the Ancients secret]]. The area is blocked off by a net; however, the player can glitch through that net and access the area.
*There's no button for stabilizing the [[flying shell]], and the maneouvrability of the flying shell in itself has changed - turning left or right on the control stick now has minimal to no effect on the roll of the shell, with only the yaw being adversely affected. Should the roll of the shell be sufficiently affected, once a turning maneouvre has been completed, the shell will attempt to automatically stabilise.
*There's no button for stabilizing the [[flying shell]], and the manoeuvrability of the [[flying shell]] in itself has changed - turning left or right on the control stick now has minimal to no effect on the roll of the [[Flying shell|shell]], with only the yaw being adversely affected. Should the roll of the [[Flying shell|shell]] be sufficiently affected, once a turning manoeuvre has been completed, the [[Flying shell|shell]] will attempt to automatically stabilise.
*Some camera movements have been changed, leading to different views when undergoing certain platforming sections.
*Some camera movements have been changed, leading to different views when undergoing certain platforming sections.
*[[Rayman]] can hold a charged [[Magic Fist]] indefinitely, which differs from other versions wherein he will automatically release the charge after a set amount of time.
*[[Rayman]] can hold a charged [[magic fist]] indefinitely, which differs from other versions wherein he will automatically release the charge after a set amount of time.


===Level Design===
===Level design===
*''Rayman 3D'' is built off the Dreamcast version of ''[[Rayman 2]]'', and shares the same [[The Isle of Doors|Isle of Doors]] hub level as well as most exclusive cheats and graphical enhancements. It however does not have the minigames from the Dreamcast version.
*''Rayman 3D'' is built off the Dreamcast version of ''[[Rayman 2]]'', and shares the same [[The Isle of Doors|Isle of Doors]] hub level as well as most exclusive cheats and graphical enhancements. It however does not have the minigames from the Dreamcast version.
*The [[Stone of Thought]], [[Purple Lum]], and ledge leading to [[Globox Village]] in the Dreamcast version were removed in the 3DS game.
*The [[Stone of Thought]], [[Purple Lum]], and ledge leading to [[Globox Village]] in the Dreamcast version were removed in the 3DS game.
*In the secret section of [[The Fairy Glade]] phase 2, accessed from [[The Echoing Caves]], the barrel-throwing [[Henchman 800]] has been removed, and the bridge with the [[sparadrap]] leading to the inside of the Pirate Installation has also been removed, allowing the player to enter the installation without having to trick the Pirate into destroying the bridge.
*In the secret section of [[the Fairy Glade]] phase 2, accessed from [[the Echoing Caves]], the barrel-throwing [[Henchman 800]] has been removed, and the bridge with the [[sparadrap]] leading to the inside of the [[Robo-Pirate|Pirate]] installation has also been removed, allowing the player to enter the installation without having to trick the [[Robo-Pirate|Pirate]] into destroying the bridge.
*Lily pads that used to move in the river in [[the Walk of Power]] no longer do so, they do not constantly spawn and instead there are static lilypads placed in specific places to allow Rayman to pass.
*Lily pads that used to move in the river in [[the Walk of Power]] no longer do so, they do not constantly spawn and instead there are static lilypads placed in specific places to allow [[Rayman]] to pass.
*The two floating [[keg]] platforms leading to the final room in [[the Tomb of the Ancients]] are spaced further apart, making dodging the barrels from the Barrel-throwing [[Henchman 800]] more challenging compared to other versions
*The two floating [[keg]] platforms leading to the final room in the [[Tomb of the Ancients]] are spaced further apart, making dodging the [[Keg|barrels]] from the [[Keg|barrel]]-throwing [[Henchman 800]] more challenging compared to other versions.
*The [[plum]] that spawns in the third phase of [[The Iron Mountains]] no longer does so, the [[Super Yellow Lum]] that requires the aforementioned plum to reach can now be obtained by jumping close enough to it. The Super Yellow Lum will then automatically home in towards Rayman allowing for collection.
*The [[plum]] that spawns in the third phase of [[the Iron Mountains]] no longer does so, and the [[Super Yellow Lum]] that required the aforementioned [[plum]] to reach can now be obtained by jumping close enough to it. The [[Super Yellow Lum]] will then automatically home in towards [[Rayman]], allowing for collection.


===Graphics===
===Graphics===
*The [[Keg|Powder Keg]] now uses a higher-poly, rounder model.
*The [[Keg|powder keg]] now uses a higher-poly, rounder model.
*The [[plum]] is now a 3D model as in ''[[Rayman 3]]'', rather than the 2D sprite seen in all other versions. The original [[plum]] texture can be seen on part of the new model.
*The [[plum]] is now a 3D model as in ''[[Rayman 3]]'', rather than the 2D sprite seen in all other versions. The original [[plum]] texture can be seen on part of the new model.
*Some level geometry has been touched up, leading to smoother looking platforms in some areas, certain climable ropes having polygons (best seen in the second level of [[the Top of the World]]), as opposed to being 2D textures, or certain bannisters having geometry as opposed to 2D textures
*Some level geometry has been touched up, leading to smoother looking platforms in some areas, certain climbable ropes having polygons (best seen in the second section of [[the Top of the World]]), as opposed to being 2D textures, or certain bannisters having geometry as opposed to 2D textures
*Lighting is brighter in most levels (most noticeable in [[the Sanctuary of Rock and Lava]] and [[the Iron Mountains]]), and the lighting/shading on [[Rayman]]'s model is no longer affected by light sources.
*Lighting is brighter in most levels (most noticeable in [[the Sanctuary of Rock and Lava]] and [[the Iron Mountains]]), and the lighting/shading on [[Rayman]]'s model is no longer affected by light sources.
*Both [[Axel]] and [[Foutch]] don't have any aura in this version.
*Both [[Axel]] and [[Foutch]] do not have any aura in this version.
*[[Nettle]]s have a shorter, choppier animation cycle.
*[[Nettle]]s have a shorter, choppier animation cycle.
*Fog effects have been removed, making it easier for the player to see level geometry much further in the distance compared to other versions
*Fog effects have been removed, making it easier for the player to see level geometry much further in the distance compared to other versions.


===Audio===
===Audio===
*The intro is no longer voiced like in the Dreamcast version and doesn't have any dialogue text either.
*The intro is no longer voiced like in the Dreamcast version and doesn't have any dialogue text either.
*The Music that normally plays in the Main Menu or Isle of Doors now also plays in the Pause Menu.
*The music that normally plays in the main menu or [[The Isle of Doors|Isle of Doors]] now also plays in the pause menu.
*The jingle that plays when [[Rayman]] obtains a [[Four Masks of Polokus|mask]] is taken from the Nintendo 64 and Nintendo DS versions.
*The jingle that plays when [[Rayman]] obtains a [[Four Masks of Polokus|mask]] is taken from the Nintendo 64 and Nintendo DS versions.


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*Due to the original 3DS' technical constraints, the game suffers from an unstable frame rate that frequently drops below the Dreamcast version's 60 frames per second, with worse performance when playing in 3D mode. The New Nintendo 3DS can play the game without any frame drops - however, this requires the console to be hacked. Software such as Luma3DS can then unlock the increased power of the New 3DS' CPU, allowing the game to run at a consistent frame rate. It is possible however that the game may crash with an "exception occurred" error after the [[Foutch]] battle, in this case the overclock will then have to be temporarily disabled until after the battle.
*Due to the original 3DS' technical constraints, the game suffers from an unstable frame rate that frequently drops below the Dreamcast version's 60 frames per second, with worse performance when playing in 3D mode. The New Nintendo 3DS can play the game without any frame drops - however, this requires the console to be hacked. Software such as Luma3DS can then unlock the increased power of the New 3DS' CPU, allowing the game to run at a consistent frame rate. It is possible however that the game may crash with an "exception occurred" error after the [[Foutch]] battle, in this case the overclock will then have to be temporarily disabled until after the battle.
*The game also suffers from draw distance and pop-up issues, particularly in [[the Bayou]], [[the Precipice]], and [[beneath the Sanctuary of Rock and Lava]], where obstacles may be invisible or suddenly appear in front of [[Rayman]].
*The game also suffers from draw distance and pop-up issues, particularly in [[the Bayou]], [[the Precipice]], and [[beneath the Sanctuary of Rock and Lava]], where obstacles may be invisible or suddenly appear in front of [[Rayman]].
*In the opening sequence, the [[warship]] flies ''through'' the cliffs, instead of around them.
*In the opening sequence, the [[warship]] flies through the cliffs, instead of around them.
*Skyboxes are broken in many levels. They may scroll improperly along with the camera, appear either zoomed too far in or out, disappear, or remain static. This only affects the standard "blue sky with clouds" texture. This issue is present in most versions of ''[[Rayman 2]]'', but it affects the 3DS version more prominently.
*Skyboxes are broken in many levels. They may scroll improperly along with the camera, appear either zoomed too far in or out, disappear, or remain static. This only affects the standard "blue sky with clouds" texture. This issue is present in most versions of ''[[Rayman 2]]'', but it affects the 3DS version more prominently.
*Water and lava textures are often static or improperly mapped.
*Water and lava textures are often static or improperly mapped.
*Other textures appear to be missing entirely, for example some bannister textures in the fort in the second phase of [[the Menhir Hills]], giving the impression of floating handrails that lack proper support.
*Other textures appear to be missing entirely, for example some bannister textures in the fort in the second phase of [[the Menhir Hills]], giving the impression of floating handrails that lack proper support.
*There are also issues in texture transparency and transluceny, leading certain textures to render in a strange manner, for example the rain overlay in the beginning of [[The Iron Mountains]] causes the [[Spiral Door]], [[Yellow Lum]]s and [[Purple Lum]]s to only render where there are gaps in the rain, rather than appear translucent where the rain falls.
*There are also issues in texture transparency and translucency, leading certain textures to render in a strange manner: for example, the rain overlay in the beginning of [[the Iron Mountains]] causes the [[Spiral Door]], [[Yellow Lum]]s and [[Purple Lum]]s to only render where there are gaps in the rain, rather than appear translucent where the rain falls.
*Sound effects are too soft compared to the game's soundtrack, although this can be fixed by adjusting the sound mixing in the game's options. Some sound effects are missing as well, including some of [[Rayman]]'s grunts and the "power-up" sound heard when collecting a [[Power Fist]]. In addition, some sound effects that do play are cut off before playing fully. For example the ticking of timer switches will start, but will not play to the end to indicate a time out.
*Sound effects are too soft compared to the game's soundtrack, although this can be fixed by adjusting the sound mixing in the game's options. Some sound effects are missing as well, including some of [[Rayman]]'s grunts and the "power-up" sound heard when collecting a [[Power Fist]]. In addition, some sound effects that do play are cut off before playing fully. For example the ticking of timer switches will start, but will not play to the end to indicate a time out.
*[[Rayman]]'s hands do not turn golden after collecting a [[Power Fist]].
*[[Rayman]]'s hands do not turn golden after collecting a [[Power Fist]].
*In the secret passage in the third phase of [[the Sanctuary of Stone and Fire]], the last cobweb is rendered invisible, making it unclear how to reach the cage. Despite the missing texture, it still functions normally.
*In the secret passage in the third phase of [[the Sanctuary of Stone and Fire]], the last cobweb is rendered invisible, making it unclear how to reach the [[cage]]. Despite the missing texture, it still functions normally.
*The [[1000th Yellow Lum]] secret suffers from a myriad of glitches that make it difficult to obtain. Even if it is successfully obtained, the exit to the area does not function and will lock [[Rayman]]'s movement, so the player must quit the level in order to save the collection of [[1000th Yellow Lum|the Lum]].
*The [[1000th Yellow Lum]] secret suffers from a myriad of glitches that make it difficult to obtain. Even if it is successfully obtained, the exit to the area does not function and will lock [[Rayman]]'s movement, so the player must quit the level in order to save the collection of [[1000th Yellow Lum|the Lum]].
* In the third phase of [[The Prison Ship]], the rotating spiked log under the metal grating does not cause Rayman to despawn upon contact, instead he will simply go through it. In addition, the metal grating is not climbable if jumped under, this modifies the means in which a [[Yellow Lum]] is collected, as in other versions Rayman is required to climb on the metal grating and move over the spiked log to the Yellow Lum. In this version, perhaps to compensate for this lack of functionality, this Yellow Lum instead automatically homes towards Rayman when he walks above it.
* In the third phase of [[the Prison Ship]], the rotating spiked log under the metal grating does not cause [[Rayman]] to despawn upon contact; instead, he will simply go through it. In addition, the metal grating is not climbable if jumped under. This modifies the means in which a [[Yellow Lum]] is collected, as in other versions [[Rayman]] is required to climb on the metal grating and move over the spiked log to the [[Yellow Lum]]. In this version, perhaps to compensate for this lack of functionality, this [[Yellow Lum]] instead automatically homes towards [[Rayman]] when he walks above it.
*Many times throughout the game the correct music won't start playing at the correct time.
*Many times throughout the game, the correct music will not start playing at the correct time.


==History==
==History==