Rayman 3 (early production)
Rayman 3 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.
During the early production stage of Rayman 3, early footage, screenshots and artwork show that development initially began with Rayman utilizing 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, and 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 and lighting. There was also several kinds of Hoodlums that were going to appear, but got scrapped from the final game.
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 are no enemies or cages. These areas can be accessed in-game with hacks or glitches.
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.
An early screenshot of the Fairy Council.
An early version of the Fairy Council.
The second stage of the Fairy Council.
The shooting range in Hoodlum Headquarters.
Bog of Murk screenshot which shows a map on the tree that was replaced with a wanted poster in the final version.
The second stage of Clearleaf Forest.
The first Teensie Highway.
Another look of the Teensie Highway.
The middle part of the first Teensie Highway.
The transition to the third part of the first Teensie Highway.
The third part of the Teensie Highway.
The final part of the first Teensie Highway.
According to scrapped dialogues found in the beta demo's game files, the early plot differed significantly from that of the final game. Notable differences are, among others:
- Murfy stayed with Rayman for a longer period.
- A character called Ludivine also provided advice to Rayman and Globox. She could have been a Ludiv.
- Clark appeared in the game.
- Hoodlums could talk.
- Bontons appeared in the game; one could be used to destroy a wooden door.
- Rayman had to get to the top of a volcano to obtain a Silver Lum. An early version of the flying hook, called the Lum Ring, was required to cross a stream and continue towards the mountain.
- Rayman and Globox use a gigantic bird called the wooglah to go to the Clearleaf Forest to the Land of the Livid Dead. But when they fly over the Bog of Murk, the wooglah becomes injured, forcing them to land. Globox decides to stay with the wooglah while Rayman seeks the able antidote to treat him. Murfy comes to meet Rayman and advises him to go ask Bégoniax to help him. Bégoniax has seen the wooglah when he was injured thanks to her magic mirror. She agrees to cure the wooglah, provided Rayman brings her a beauty elixir that is hidden in the swamps.
- During the final battle, Rayman had to free the Leptys from Reflux's control by breaking the mirrors directing magic rays towards him, and then destroy the sceptre by redirecting the four rays towards it.
- Plums could be destroyed with a fully charged shot, spilling sticky juice around and allowing Rayman to climb onto otherwise slippery surfaces.
- Permanent powers were obtained through Silver Lums. Those powers included charging Rayman's fists faster, shooting with both fists (bestowed by the ambidextrous Silver Lum), strafing, and a power called the Razibus allowing Rayman to shoot his fists further as well as hit multiple enemies (in order to use this power, Rayman had to shoot his fist when crouching).
- The Super Helicopter power was obtained was obtained through Super Helicopter Lums.
- An early version of the Shock Rocket was obtained through Snipe Lums.
Main article: Aquatic world
There were plans to have a level included in the game known as the Aquatic world. It was scrapped before its official name could be revealed.
Main article: Chess minigame
There were two minigames that were cut from the final version. One is called the Chess minigame. It was scrapped before its real title name could be revealed.
Main article: Xowar minigame
The other minigame, which also can be found by examination of the game's disc, is called the Xowar minigame. Like the previous minigame, it was scrapped before its real title name could be revealed.
Main article: Bonton
Main article: Clark
Main article: Glute
Main article: Goaty
Main article: Gunslinger Hoodlum
Main article: Hoodloon
Main article: Hoover
A carnivorous plant called Hoover, was planned to be an enemy in the game. It was cut for unknown reasons.
Main article: Kagoubinôme
Main article: Ly
Main article: Muddibog
Muddibogs appear as enemies in the final game, but a giant variant was scrapped.
Main article: Murkin
Main article: Scaleman
Main article: Siamese Hoodlum
Main article: Snoot
Main article: Snorty
The third of the creatures that were cut from the game to avoid overloading the universe with creatures, is called Snorty.
Main article: Wooglah
Main article: Xowar
Main article: Zaq
The Zaqs were supposed to be in the game, but was later cut due to time constraints.
Main article: Lav-O-Matic
An unused object that appeared to contain a plum was discovered by hacking the game.
A beta object which could contain plums.
2002 development build
Rayman Pirate-Community user DandyGuy dumped a Rayman 3 PlayStation 2 development disc online and it appears to be built on October 27, 2002. This build contains six levels each having a simple debug name and the build contains a few differences closely resembling the final game.
- Instead of "End Of Cinematic, Now it's time for some action" he says "You're Too Heavy, I'm Not Going To Hold Out Much Longer!",
- Instead of "Grab Those Red Things Okay?" he says "Grab The Red Lums, They're Bursting With Energy!"
- Instead of "Oh, No Here Comes Numbskull Again", he says "Ah Ha! A Hoodlum!"
- Instead of "Oooh, this place is crawlin’ with them." and "Aaah! They’re shootin’ at us! How original of them." he says "I Saw Everything, It's Their Chef, Andre, He Turns the Red Lums Into Hoodlums" and "If We Don't Stop Him, We'll Be Invaded!"
- Instead of "Ok, you did a little better, I'm going to reward you with your first parachute jump, parachute not included!" he says "We Shook Them Off, I'll See You On The Ground"
'SK8.00' is the debug name for the first Teensie Highway which has some minor differences compared to the final game.
- The landing sound effect when jumping from platform to platform uses the generic 'Boing!' sound.
- When jumping from platform to platform using 'X' the player gets rewarded with a bonus and a 'X2' score multiplier followed by the Shock Rocket sound effect playing in a loop.
- Rayman cheers on saying "Woohoo!" when jumping on platforms
- Some instruments in the soundtrack for the Teensie Highway are either missing or are raised or lowered in volume from the other instruments
- The final segment of the Teensie Highway has an ending music track that still remains in the final game but was left unused.
'Wood. 19' Contains two segments of Clearleaf Forest, the first being the segment that introduces the player to the Shock Rocket, and the following segment involving the same segment that was used in the 2002 demo.
- The Shock Rocket segment is missing cutscenes for finding the secret gems under the trap door and for opening each of the 3 steel doors. Instead Rayman just stays still for a couple of seconds.
- The hitting target sound effects uses those from Hoodlum Headquarters for Rayman and Globox in the final game instead of a wood breaking sound effect.
- The level reuses Rayman 2 fire textures
- The plum music is slightly altered containing more instruments
- The Teensies had different voice actors and their dialogue was also shown in text.
- The level is also missing some music in the third quarter of the level
- The Hoodoo's theme was completely different sounding dark and dramatic
- The Hoodstormer theme is also different sounding a bit silly
'Flash. 10' Contains the final segment of the Longest Shortcut
- The level shows an empty message box at the beginning
- Globox uses both French and English voices at the same time
- The entire level is missing music
- The cutscene involving the three Teensie doctors is missing voices
'Tower .30' contains the final section of the Tower of the Leptys and is almost exactly similar to its 2002 demo counterpart.
When freeing the second Teensie, his dialogue is in a text box, possibly as a placeholder
Second of the Teensie's dialogue in a text box
Outside the tower, the posts are using unmodified Rayman 2 fire textures
Several unused textures can be found in the files.
An early design for the Manual.
The following textures are for an unused early menu, resembling that seen in the GameBoy Advance version of Rayman 3.
Here are the same menu textures, but with the alpha channel removed.
In 2002, some platinum copies of Rayman Revolution were bundled with a demo disc of Rayman 3 and these were identified with a sticker in the front cover. There were other Rayman games 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.
When a player scores a number of points in the 2002 demo, the words "Holy sheet" would initially appear on the screen.
The design of the lock target in the 2002 demo.
The previous design of the pigpots.
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 [[:File:Hoodlum's camp flag.png|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.
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'.
For example, in the trailer of the demo, the old design of the Hoodmonger Officers is used. Their design looks like the Hoodmonger's one, but they wore chain mail and a kind of metal bulletproof vest.
The logo for Special Invaders.
Some early game assets have been found in the files of the demos.
In the PlayStation 2 version of the beta in Dangerous Game, only the first music of the Hoodmonger Soldiers is used.
- The 2002 demo's playthrough at YouTube (PS2 version - Dangerous Game)
- The 2002 demo's playthrough at YouTube (PS2 version - Special Invaders)
- The 2002 demo's playthrough at YouTube (PS2 version - Trailer)
- The 2002 demo's playthrough at YouTube (PC version - Dangerous Game)
- The 2002 demo's playthrough at YouTube (PC version - Special Invaders)
- The 2002 demo's playthrough at YouTube (PC version - Trailer)
- TCRF Page noting leftover beta content
- Rayman Pirate-Community discussion forums, Rayman 3 - Scrapped Story, https://raymanpc.com/forum/viewtopic.php?f=13&t=6766&p=542889