nyuuzyou/wikis huggingface dataset:
Rayman 3 (Apr 18, 2002 prototype)

An early prototype of Rayman 3 for the Game Boy Advance.
==Notes==
* Released alongside 67 other builds and development documents.
* Given the filename, this was likely a candidate prototype of the build showcased during E3 2002.
* Differences compared to the previous prototype are as follows:
** The title screen was completely redesigned.
** A main menu screen was added, though the player cannot choose any option other than "NEW GAME".
** Rayman received new sprites.
** Lums no longer have wings.
** There are more sound effects.
** Upon dying, the player is no longer warped back to the title screen. Despite this, even upon reaching no lives remaining, the player is still not warped back to the title screen.
** Exit signs were added, which mark the end of a level and allow Rayman to progress. One thing to note is that the final Rayman 3 release does not use exit signs, but rather lightposts.
** Music was added back, though it's only played on Boulder Brink 2.
** Two more levels were added, which are early versions of the first section of Shining Glade, and of the first section of The Underlands.
* Level order:
** Wanderwood Forest 1
** Wanderwood Forest 2
** Shining Glade 1
** Boulder Brink 1
** The Underlands 1
** Boulder Brink 2
Rayman 3 (Aug 9, 2002 prototype)

A prototype of Rayman 3 for the Game Boy Advance.
==Notes==
* Released alongside 67 other builds and development documents.
* Given the filename, this was likely showcased during the European Computer Trade Show 2002 event.
* Differences compared to the previous prototype are as follows:
** The title screen was redesigned again, now looking much closer to the final release's, albeit still using the old logo. The music in this screen was removed as well.
** The main menu was removed.
** The early rendition of Boulder Brink 1 was removed.
** Two new levels were added, which are an early rendition of the first part of Void of Bones, and of the first part of Razor Slide.
** Small disclaimers were added upon starting Void of Bones 1 and Wretched Ruins 2.
* Level order:
** Wanderwood Forest 1
** Wanderwood Forest 2
** Hoodlum Hideout 1
** Swamp of Begoniax
** Void of Bones 1
** The Underlands 1
** Boulder Brink 2
** Wretched Ruins 2
** Razor Slide 1
Rayman 3 (Jan 18, 2002 prototype)

A very early prototype of Rayman 3 for the Game Boy Advance.
==Notes==
* Released alongside 67 other builds and development documents.
* A simple tech demo in which Rayman can be moved around a grassy field.
* Given the filename, it was likely showcased during an internal event.
* ROM header is taken from Batman: Vengeance, another Ubisoft game.
* Rayman's sprites are completely different from all other prototypes.
* There are no collectibles nor enemies.
* There's no music nor sound effects.
Rayman 3 (Jul 19, 2002 prototype)

A prototype of Rayman 3 for the Game Boy Advance.
==Notes==
* Released alongside 67 other builds and development documents.
* Given the filename, this was likely showcased at an event at La Ronde, an amusement park in Montreal, Canada.
* Differences compared to the previous prototype are as follows:
** The ROM header title is now taken from Sabrina the Teenage Witch: Potion Commotion.
** The title screen was completely redesigned.
** The main menu's background was changed from yellow to purple.
** The Load Game and GameCube Link choices were removed, with an options menu containing basic music and sound effect toggling functions and a barebones credits screen replacing them.
** There is now a countdown upon starting Swamp of Begoniax. Rayman's sprites for that stage were also updated.
* Level order:
** Wanderwood Forest 1
** Wanderwood Forest 2
** Swamp of Begoniax
** Boulder Brink 1
** The Underlands 1
** Boulder Brink 2
** Wretched Ruins 2
** Hoodlum Hideout 1
Rayman 3 (Mar 1, 2002 prototype)

An early prototype of Rayman 3 for the Game Boy Advance.
==Notes==
* Released alongside 67 other builds and development documents.
* Has a simple title screen.
* Rayman received new sprites.
* Lums and cages are now present. The former collectibles use completely different sprites, which depict them with wings.
* The only available levels are early versions of the second section of Wanderwood Forest and of the first section of Boulder Brink.
* There are no level exits. In Wanderwood Forest, there's no wall preventing the player from going past the visible screen.
* Upon dying, the player is immediately redirected to the title screen.
* An early version of Boulder Brink's music plays on the levels.
* Pressing Start skips to the next available level.
* There are no sound effects.
Rayman 3 (Mar 18, 2002 prototype)

An early prototype of Rayman 3 for the Game Boy Advance.
==Notes==
* Released alongside 67 other builds and development documents.
* Differences compared to the previous prototype are as follows:
** Two more levels were added, which are early iterations of the first section of Wanderwood Forest, and the second section of Boulder Brink.
** There's no more music, though some sound effects were added.
Rayman 3 (Mar 8, 2002 prototype)

An early prototype of Rayman 3 for the Game Boy Advance.
==Notes==
* Released alongside 67 other builds and development documents.
* Differences compared to the previous prototype are as follows:
** An Ubisoft logo screen was added before the title.
** There is now an invisible wall preventing the player from going past the visible screen in early Wanderwood Forest.
** Lums received new sprites, though they still have wings.
** The ropes in early Boulder Brink now shake when the player hangs to them.
Rayman 3 (May 13, 2002 prototype)

An early prototype of Rayman 3 for the Game Boy Advance.
==Notes==
* Released alongside 67 other builds and development documents.
* Given the filename, this was likely showcased at E3 2002, or is a prototype of the build showcased during that event, and made use of GameCube connectivity.
* Differences compared to the previous prototype are as follows:
** Music was added to the other levels, as well as the menus and title screen.
** The other options in the main menu can now be highlighted, but only "NEW GAME" and "GAMECUBE Link" can be selected.
** The title screen's top row became slightly corrupted on the menus.
** Three more levels were added, which are early iterations of Swamp of Begoniax, the second part of Wretched Ruins, and the first part of Hoodlum Hideout.
** The early rendition of Shining Glade 1 was removed.
* Level order:
** Wanderwood Forest 1
** Wanderwood Forest 2
** Swamp of Begoniax
** Boulder Brink 1
** The Underlands 1
** Boulder Brink 2
** Wretched Ruins 2
** Hoodlum Hideout 1
Rayman 3 (May 16, 2002 prototype)

An early prototype of Rayman 3 for the Game Boy Advance.
==Notes==
* Released alongside 67 other builds and development documents.
* Given the filename, this was likely showcased at E3 2002.
* Differences compared to the previous prototype are as follows:
** Pressing Start on the last available level now goes back to the first level.
** Lightning was added to Boulder Brink 1.
* Level order:
** Wanderwood Forest 1
** Wanderwood Forest 2
** Swamp of Begoniax
** Boulder Brink 1
** The Underlands 1
** Boulder Brink 2
** Wretched Ruins 2
** Hoodlum Hideout 1
Rayman 3 (Nov 22, 2002 prototype - B)

A late prototype of Rayman 3 for the Game Boy Advance.
==Notes==
* Released alongside 66 other builds and development documents.
* Release candidate
* There are two different versions, labeled "EURO" and "US"; the only noticeable major difference is in the language selection menu; the US version only has English, French, and Spanish language options.
* Due to the nature of these prototypes, both US and European versions are provided; this also applies to all subsequent prototypes except for Nov 25 - A, Nov 26, Nov 27, and Nov 28, which only have US versions, and Nov 25 - D, which only has an European version
Rayman 3 (Nov 5, 2002 prototype)

A prototype of Rayman 3 for the Game Boy Advance.
==Notes==
* Released alongside 67 other builds and development documents.
* Swedish, Finnish, Norwegian, and Danish are available on the language selection screen
* The palette issues on the Multiplayer menu and the Rayman 3 logo on the main menu were fixed
* Highlighted options no longer flash a little
* The credits screen's layout was changed, now resembling the final game's, though the spinning object has textures of a developer's head rather than of the characters
* Some dialogue sounds now match the final game
Rayman 3 (Oct 20, 2002 prototype)

A prototype of Rayman 3 for the Game Boy Advance.
==Notes==
* Released alongside 67 other builds and development documents.
* The intro now has a glitched object
* The credits screen has now been implemented. They only display properly on English and French languages; selecting German will instead display the following placeholder text:
Ubisoft
....
me
and
me :)
Rayman 3 (Oct 22, 2002 prototype)

A prototype of Rayman 3 for the Game Boy Advance.
==Notes==
* Released alongside 67 other builds and development documents.
* The glitched object in the intro introduced on the October 20 prototype is slightly less visible
* Selecting Italian, Spanish or Dutch will no longer crash the game
* Progress on the Spanish translation has already started
* Selecting German will display Spanish text if available instead of just French
Rayman 3 (Oct 28, 2002 prototype)

A prototype of Rayman 3 for the Game Boy Advance.
==Notes==
* Released alongside 67 other builds and development documents.
* Very similiar to Rayman 3 (Prototype A), which was released in 2020; there are 192 different bytes, all within the 0x10000 to 0x13000 range.
Rayman 3 (Oct 7, 2002 prototype - A)

A prototype of Rayman 3 for the Game Boy Advance.
==Notes==
* Released alongside 67 other builds and development documents.
* Much further in development than all previously released prototypes; the menus are now properly in place and the Start level skip function has been disabled.
* The ROM header title now reads RAYMAN 3.
* A Black Lum was added to the title screen, though its animation is unfinished.
* The game's logo was updated again, now closely resembling the final one, albeit with a different palette.
* The only available languages are English, French, and German, though they all display English text in the menus and French text in the cutscenes. Attempting to select any other language will crash the game.
* The cutscenes have some broken graphics and palettes.
* The credits screen is still a placeholder, much like the July 19 prototype.
* There are no curtains in the hub world.
* The exit signs are now lightposts, much like the final game.
* Level names are different.
* The shiny handle in Swamp of Begoniax has glitched graphics.
Rayman Arena (Mar 12, 2002 prototype)

A prototype of Rayman Arena for the Nintendo Gamecube.
==Notes==
* Intro video is missing.
* Main menu is different.
* Loading screens are just random models from the disc.
* Random DSI errors can occur.
* The language menu doesn't change any settings, it will always remain English.
* There is an additional menu that can test Memory Cards.
==See also==
* No-Intro entry
Rayman Legends (Jul 8, 2013 prototype)

A prototype of Rayman Legends for the Xbox 360.
==Notes==
* Built on the same day as the final but composite sum doesn't match.
* Original filename: Rayman Legends (2013-07-08) (beta) [Debug].rar
==Acknowledgments==
A huge thanks to Obscure Gamers and all who have contributed over the years to these Tera Releases!
==See also==
* Obscure Gamers
* The Cutting Room Floor (TCRF)
* Internet Archive (IA)
Rayman Legends (Jun 10, 2013 prototype)

A prototype of Rayman Legends for the Xbox 360.
==Notes==
* Predates the final build by almost a month.
* Original filename: RAYMAN_061013.7z
==Acknowledgments==
A huge thanks to Obscure Gamers and all who have contributed over the years to these Tera Releases!
==See also==
* Obscure Gamers
* The Cutting Room Floor (TCRF)
* Internet Archive (IA)
Rayman Origins (Oct 1, 2011 prototype)

A prototype of Rayman Origins for the Xbox 360.
==Notes==
* Compiled on the same day as final but only the .xex matches.
* Found as part of TNO-DRW-Kabo lot.
* Original filename: Rayman Origins (Oct 01, 2011) [Review].rar
==Acknowledgments==
A huge thanks to Obscure Gamers and all who have contributed over the years to these Tera Releases!
==Origin==
Rayman Origins (Oct 1, 2011 prototype) disc.png|Disc front
==See also==
* Obscure Gamers
* The Cutting Room Floor (TCRF)
* Internet Archive (IA)
Rayman Raving Rabbids (Feb 13, 2007 prototype)

A prototype of Rayman Raving Rabbids for the Xbox 360.
==Notes==
* Game needs to be installed to be played
* Close to the final build.
* XEX information:
** Header Maker ID: US
** Header Product Code: 2035
** Header Title: 
** Header PE Name: Jade_XeR.pe
** Header Executable Name: /files/GameFiles/default.xex
** Header: Executable Checksum (MD5): aa836553d59945e19751438d5baab42b
* Miscellaneous Notes:
** Game is emulatable in either Xenia or Xenia-Canary: Yes (as of December 25, 2022).
*** Issues: No issues.
==Screenshots==
Screenshot - Rayman Raving Rabbids 2022-12-22 00-10-21.png
Screenshot - Rayman Raving Rabbids 2022-12-22 00-10-27.png
Screenshot - Rayman Raving Rabbids 2022-12-22 00-10-31.png
Screenshot - Rayman Raving Rabbids 2022-12-22 00-10-39.png
Screenshot - Rayman Raving Rabbids 2022-12-22 00-10-42.png
Screenshot - Rayman Raving Rabbids 2022-12-22 00-10-44.png
Screenshot - Rayman Raving Rabbids 2022-12-22 00-10-47.png
Screenshot - Rayman Raving Rabbids 2022-12-22 00-10-54.png
Screenshot - Rayman Raving Rabbids 2022-12-22 00-11-00.png
Screenshot - Rayman Raving Rabbids 2022-12-22 00-11-06.png
Screenshot - Rayman Raving Rabbids 2022-12-22 00-11-12.png
Screenshot - Rayman Raving Rabbids 2022-12-22 00-11-17.png
Screenshot - Rayman Raving Rabbids 2022-12-22 00-11-20.png
Screenshot - Rayman Raving Rabbids 2022-12-22 00-11-26.png
Screenshot - Rayman Raving Rabbids 2022-12-22 00-11-35.png
Screenshot - Rayman Raving Rabbids 2022-12-22 00-11-46.png
Screenshot - Rayman Raving Rabbids 2022-12-22 00-11-49.png
Screenshot - Rayman Raving Rabbids 2022-12-22 00-12-05.png
Screenshot - Rayman Raving Rabbids 2022-12-22 00-12-24.png
Screenshot - Rayman Raving Rabbids 2022-12-22 00-12-43.png
Screenshot - Rayman Raving Rabbids 2022-12-22 00-13-07.png
Screenshot - Rayman Raving Rabbids 2022-12-22 00-13-13.png
==Origin==
X360 - Rayman Raving Rabbids.JPG|Disc front.
==Files==
Archive Contents:
Download File:
==Acknowledgments==
A huge thanks to ehw for researching this prototype! And a huge thanks to the anonymous donor that allowed for this release to happen!
==See also==
 
* Project Deluge: Xbox 360 and Wii (December 25, 2022)
* The Cutting Room Floor (TCRF)
* Internet Archive (IA)
Rayman Raving Rabbids (Oct 13, 2006 prototype)

A prototype of Rayman Raving Rabbids for the Sony PlayStation 2.
==Notes==
* Game jumps straight to the main menu upon opening, unlike the final game
* There are controller icons on the main menu
* Aspect ratio options are available in the options menu, which are omitted from the final game
* Rayman's movement is slower
* Some descriptions for minigames are different
* Some controls are different
* Noted that some text is colored or displayed different (win screen, etc.)
* Many changes, both minor and major, to various menus
* Opening score mode doesn't require you to play the story (but minigames will still be locked)
* Cassette player doesn't appear to explode after playing music?
* Miscellaneous Notes:
** Game is emulatable (in PCSX2): Yes (as of February 17, 2024).
** Game contains dongle protection: No.
==Origin==
File:RaymanRavingRabbidsPS2.jpg|Disc front.
Rayman Raving Rabbids 2 (Sep 1, 2007 prototype)

A prototype of Rayman Raving Rabbids 2 for the Wii.
==Notes==
* Version number on some of the screens and menus.
* Late prototype.
* Many unused videos removed from the final game.
* Disc information:
** Header Product Code: RY2E41
** Header Version Number: 0
** Header Title: Rayman Raving Rabbids 2
** Executable Name: /main.dol
** Latest date in DOL: 7/26/2007 3:08:00 PM
** Latest date in DOL (final build): 7/26/2007 15:08
** Apploader date: 3/1/2007
** Apploader date (final build): 3/1/2007 0:00
** Errors (Data Blocks): 0
** Errors (Unused Blocks): 0
* Miscellaneous Notes:
** Game is emulatable in Dolphin: Yes (as of December 25, 2022).
*** Issues: None.
** Debug enabled: No
==Screenshots==
RY2E41_2022-12-25_02-47-06.png
RY2E41_2022-12-25_02-47-15.png
RY2E41_2022-12-25_02-47-23.png
RY2E41_2022-12-25_02-47-26.png
RY2E41_2022-12-25_02-47-32.png
RY2E41_2022-12-25_02-47-36.png
RY2E41_2022-12-25_02-47-40.png
RY2E41_2022-12-25_02-47-43.png
RY2E41 2022-12-25 02-47-52.png
RY2E41 2022-12-25 02-47-48.png
RY2E41 2022-12-25 02-47-46.png
RY2E41 2022-12-25 02-47-57.png
==Origin==
Rayman Raving Rabbids 2 preview Sept.JPG|Disc front.
==Files==
Archive Contents:
Download File:
==Acknowledgments==
A huge thanks to ehw for researching this prototype! And a huge thanks to the anonymous donor that allowed for this release to happen!
==See also==
* Project Deluge: Xbox 360 and Wii (December 25, 2022)
* The Cutting Room Floor (TCRF)
* Internet Archive (IA)
Rayman Revolution (Nov 14, 2000 prototype)

A late prototype of Rayman Revolution for the PlayStation 2. 
==Notes==
*Strangely, this is a US build, despite this review disc being distributed to journalists in Europe.
*Sound effects will always play at full volume, ignoring both distance from Rayman and the in-game volume slider.
==Origin==
File:Rayman Revolution (Nov 14 2000 prototype) - DVD Label.png|Disc front
File:Rayman Revolution (Nov 14 2000 prototype) - DVD Underside.png|Disc back
Raze's Hell (Mar 22, 2005 prototype)

A prototype of Raze's Hell for the Xbox.
==Notes==
* Compiled 8 days before the final US build (the first retail build).
* Review build.
* XBE information:
** Internal Name: Raze's Hell
** Maker ID and Product Number: MJ-17
** Executable Name: default.xbe
** Executable checksum (MD5): 476a668573f96b243abf7c062fdac199
* Miscellaneous Notes:
** Game is emulatable: Yes (Xemu) (as of September 12, 2021).
** Game contains dongle protection: No.
==Screenshots==
Xbox - Raze's Hell review build (1).png
Xbox - Raze's Hell review build (2).png
Xbox - Raze's Hell review build (3).png
Xbox - Raze's Hell review build (4).png
Xbox - Raze's Hell review build (5).png
Xbox - Raze's Hell review build (6).png
Xbox - Raze's Hell review build (7).png
Xbox - Raze's Hell review build (8).png
Xbox - Raze's Hell review build (9).png
Xbox - Raze's Hell review build (10).png
Xbox - Raze's Hell review build (11).png
Xbox - Raze's Hell review build (12).png
Xbox - Raze's Hell review build (13).png
Xbox - Raze's Hell review build (14).png
Xbox - Raze's Hell review build (15).png
Xbox - Raze's Hell review build (16).png
Xbox - Raze's Hell review build (17).png
Xbox - Raze's Hell review build (18).png
Xbox - Raze's Hell review build (19).png
Xbox - Raze's Hell review build (20).png
Xbox - Raze's Hell review build (21).png
Xbox - Raze's Hell review build (22).png
Xbox - Raze's Hell review build (23).png
Xbox - Raze's Hell review build (24).png
Xbox - Raze's Hell review build (25).png
Xbox - Raze's Hell review build (26).png
==Origin==
Xbox - Raze's Hell review build.jpeg|Disc front.
==Files==
==Acknowledgments==
A huge thanks to ehw for researching this prototype! And a huge thanks to the anonymous donor that allowed for this release to happen!
==See also==
* Project Deluge: Xbox and Dreamcast (September 18, 2021)
* The Cutting Room Floor (TCRF)
* Internet Archive (IA)
Razor Freestyle Scooter (Jun 26, 2001 prototype)

A prototype of Razor Freestyle Scooter for the Dreamcast.
==Notes==
* Compiled a day before the final build.
* Executable information:
** Executable Name: /1ST_READ.BIN
** Executable checksum (MD5): df2aff9a1552c2765e590df7a398c535
** Executable timestamp: 2001-06-26 23:40:24
* Header Information (IP.BIN):
** Header - Title: RAZOR FREESTYLE SCOOTER
** Header - Release Date: 20010626
** Header - Region: U
** Header - Device Info: F9C0 GD-ROM1/1
** Header - Product Version: V1.000
** Header - Maker ID: SEGA LC-T-402
** Header - Product Number: T40219N
* Volume Information:
** Volume Identifier: SCOOTER
** Volume Set Identifier: 
** Volume Creation Date: 2001-06-13 02:19:51
** Volume Modification Date: 2001-06-26 11:13:16
** Last Modified File (if not available, then executable was the last modified file): 
** Last Modified File Checksum (MD5): 
** Last Modified File Time Stamp: 
* Miscellaneous Notes:
** Game is emulatable: Yes (as of September 12, 2021).
==Screenshots==
Razor (1).png
Razor (2).png
Razor (3).png
Razor (4).png
Razor (5).png
Razor (6).png
Razor (7).png
Razor (8).png
Razor (9).png
Razor (10).png
Razor (11).png
Razor (12).png
Razor (13).png
Razor (14).png
Razor (15).png
Razor (16).png
Razor (17).png
Razor (18).png
Razor (19).png
Razor (20).png
Razor (21).png
Razor (22).png
==Origin==
Razor.jpeg|Disc front.
==Files==
==Acknowledgments==
A huge thanks to ehw for researching this prototype! And a huge thanks to the anonymous donor that allowed for this release to happen!
==See also==
* Project Deluge: Xbox and Dreamcast (September 18, 2021)
* The Cutting Room Floor (TCRF)
* Internet Archive (IA)
Razor Wing (Jun 26, 1995 prototype)

An early prototype of Razor Wing for the PSX.
==Notes==
Don't get surprised if you spot any garbage on the screen, this is because the disk image has been built from incomplete data found in "SEGA Disk Backups". I've also added some non-original placeholder videos to make it work. After "Clip 1" will appear on screen, push the START button twice to prevent freezing.
==Videos==
<youtube width=320 height=240>zXocwFfzaMM</youtube>
==Origin==
https://web.archive.org/web/20201122233547/https://assembler-games.com/threads/a-bunch-of-saturn-dev-software.60654/page-2
==See also==
https://www.unseen64.net/2009/07/26/razorwing-psx-cancelled/
Re-Loaded (Demo)

A store demo of the unreleased Re-Loaded for the Sega Saturn.
==Notes==
* Developed by Gremlin Interactive for an intended 1996 release, it would get pushed back to 1997 before being cancelled for unknown reasons.
* However, a demo of the game was featured on the Gremlin Interactive Demo Disc (Also known as Saturn Power No. 2)
* This build is a 1 level demo and shows a game that is in a very poor state.
Re-Volt (Aug 6, 2002 prototype)

A prototype of the unreleased Re-Volt for the Microsoft Xbox.
==Notes==
*A build of the game that was used to beta test Xbox Live functionality.
*The executable requires a patch to run due to the Entry Point and Kernel Image Thunk Address being encoded with unusual XOR keys (0xE682F45B & 0x46437DCD).
*Patches have been provided here, in the original release thread, as well as with the external download.
==Screenshots==
ReVoltXBOX-20020806_image2.png
ReVoltXBOX-20020806_image3.png
ReVoltXBOX-20020806_image4.png
ReVoltXBOX-20020806_image5.png
ReVoltXBOX-20020806_image6.png
ReVoltXBOX-20020806_image7.png
ReVoltXBOX-20020806_image8.png
ReVoltXBOX-20020806_image9.png
ReVoltXBOX-20020806_image10.png
ReVoltXBOX-20020806_image11.png
ReVoltXBOX-20020806_image12.png
ReVoltXBOX-20020806_image13.png
==Origin==
ReVoltXBOX-20020806_image1.jpg|Disc front.
==See also==
* Archived release thread on ObscureGamers.
* Redump.org entry
Re-Volt (Dec 24, 1999 prototype)

An early Re-Volt tech demo for the Game Boy Color.
==Notes==
* According to programmer Quang Nguyen, this is the Milestone 2 phase of development, which is roughly 1 1/2 months worth of work.
* Development is said to have been started on Nov 2nd, 1999, and was completed on April 7th, 2000.
* Only 4 tracks (Toys in the hood 1 and 2 / Super Market 2 / 1) and 10 cars are in the game.
* Collision is not present, nor is the gameplay. The prototype is effectively a glorified map viewer.
==Screenshots==
ReVolt.2023-09-22 22.20.08.png
ReVolt.2023-09-22 22.34.13.png
ReVolt.2023-09-22 22.34.31.png