Rayman 3 (Prototype A)

A prototype of Rayman 3 for the Nintendo Game Boy Advance.
==Notes==
(Write up by RayCarrot. Taken from the original Gaming Alexandria article.)
MENU:
* Pressing START during the opening of the game skips the logo entirely.
* Credits have a black background and the text transitions differently than the retail version.
STORY:
* Some cutscenes scroll horizontally rather than being static images.
* Cutscene vignettes have black borders and sometimes use different shots than the final version.
* Some text isn’t yet translated into English (such as Murfy’s text when entering the hub for the first time). Unsurprisingly this shows the game was first developed in French.
* The text that is translated differs here and there, though we haven’t documented all the changes.
HUB:
* Levels use names from Rayman 2, giving a solid connection in inspiration from that game rather than Rayman 3.
* Worlds don’t have names on world map.
* Pressing A on inactive curtains does nothing (no sound or animation).
SOUND:
* Murfy whispers like in Rayman 2.
* When continuing from a game over there’s no sound.
* A different sound plays when exiting a level from the entrance.
* Usually no sounds in dialogue.
* Various enemy sound effects differ.
BUGS:
* The color palette becomes broken when when you pause in the hub.
* Skipping a cutscene keeps playing the audio from it or restarts the cutscene entirely.
* Some in-level dialogue has broken formatting.
* The barrel in the first Ly power-up stage doesn’t move, causing Rayman’s auto-movements not to sync up correctly.
* Curtains are not red before unlocked if it’s the next level and you exit a stage from the entrance before finishing it.
* Pausing sometimes breaks HUD visually.
* Curtains in the second Hub are sometimes broken.
* The game will crash if pause on world map or if you attempt to enter the GameCube bonus world.
* Bad collision in Hub 4, sometimes you fall through the floor.
* The “3 2 1” doesn’t always show up in a 3D race level.
* The player can’t super charge fist while helicoptering * therefore the 1000th Lum Challenge is not possible.
* If you get a game over and continue during final boss phase 2 the game softlocks, not allowing you to progress.
* Some of the spiky balls in Razor Slide (The Pirate Ship) glitch out, go beyond their movement area, and then become invisible
* On the world select screen, while the first world selected you can press left and Rayman will be caught in an animation loop trying to walk to a world that doesn’t exist until the game crashes.
OTHER:
* Cage break animations take longer then the final version.
* Pirates don’t have invisible walls of collision, so you can skip them.
* Rayman doesn’t jump on the “Continue” text when you continue from a game over.
* Rayman’s body doesn’t turn yellow when Ly gives you a new power.
* You don’t keep your Lums and cages on a game over, even if you continue.
LEVELS:
* In Vertigo Wastes (The Echoeing Caves) phase 1 the entrance is reachable from the starting position.
* Vertigo Wastes phase 1 also has the switches being yellow when activated instead of green.
* In Void of Bones (Cave Of Bad Dreams) the floating skulls in the background are visible before they should be, and aren’t as translucent.
* The things you punch to go up in the Ly bonus levels look different.
* Slight level changes in Wicked Flow (Sanctuary Rock And Lava) * missing lava pools when black Lums come towards you after first checkpoint and the spiky balls are in different places in phase 2.
* No Murfy stone in River of Fire (Sanctuary Stone And Fire) to teach you about plums.
* River of Fire (Sanctuary Stone And Fire) 2 & 3 are almost entirely different * a lot easier with fewer jumps between plums.
* Creeping Chaos (Tomb Of The Ancient) has a very slight change in spiky objects at the very end of second phase.
* Some platforms in Razor Slide (The Pirate Ship) are placed incorrectly.
* Mega Havoc 3 (Bonus #3) has many minor differences both visually and gameplay wise.
* Final boss has health indicators on the bottom and only 3 hit points for first phase instead of 5.
LEVEL ORDER:
* Wicked Flow (Sanctuary Rock And Lava) is swapped with River of Fire (Sanctuary Stone And Fire).
CHEATS:
* L on Title Screen: Level select
* L + Select: Finish stage
* R + Select: Invincible (lasts until game reset)
MURFY HELP POP-UPS (appears after dying, maybe more in other levels?):
* Swamp of Bégoniax (Marsh Awakening) * Murfy says to use B to avoid sand banks (despite * A being the jump button).
* Garish Gears (Boss Machine) * Murfy teaches you how to carry a barrel.
LEVELS (final name in brackets) :
* The Wood Light (Wanderwood Forest)
* Fairy Glade (Shining Glade)
* Marsh Awakening (Swamp of Bégoniax)
* Boss Machine (Garish Gears)
* Sanctuary Of The Big Trees (Hoodlum Hideout)
* Missile Sur Pattes (Magma Mayhem)
* The Echoeing Caves (Vertigo Wastes)
* Cave Of Bad Dreams (Void of Bones)
* Boss Bad Dream (Jano’s Nest)
* The Menhirs Hills (Prickly Passage)
* Marsh Of Awakening (Swamp of Bégoniax 2)
* Sanctuary Rock And Lava (Wicked Flow)
* Beneath Sanctuary (The Underlands)
* The Precipice (Boulder Brink)
* Boss : Rock And Lava (Den of Rocky)
* The Canopy (Wretched Ruins)
* Sanctuary Stone And Fire (River of Fire)
* Tomb Of The Ancient (Creeping Chaos)
* Boss : Clark (Scaleman’s Keep)
* The Iron Mountains (The Mettleworks)
* Missile sur pattes (Magma Mayhem 2)
* The Pirate Ship (Razor Slide)
* Boss Final (Heart of the Ancients)
* Bonus #1 (Mega Havoc 1)
* Bonus #2 (Mega Havoc 2)
* Bonus #3 (Mega Havoc 3)
* Bonus #4 (Mega Havoc 4)
* Challenge Ly #1 (Ly’s Punch Challenge 1)
* Challenge Ly #2 (Ly’s Punch Challenge 2)
* 1000e Lums (Lum Challenge)
==Origin==
Rayman3 GBAprotoA cart1.jpg|Front
Rayman3 GBAprotoA cart2.jpg|Back
==Acknowledgments==
Thanks go out to TamB for dumping the cartridge and RayCarrot for playing through the prototype and documenting all the differences to be found.
==See also==
Original release article on Gaming Alexandria. (Archive)