Rayman 3 (Game Boy Advance)
When Globox, Rayman’s best friend, inadvertently swallows a dreadful Black Lum, it isn’t
the end of the world - but it could well be! To prevent a full-scale invasion of malicious, illmannered hordes, there’s only one solution: Rayman must get someone to treat his burdensome pal who totally loses control under the influence of the Black Lum. He sets off on a frenzied adventure through the Marshes (where the witch Begoniax lives), the World of Bad Dreams and many other, increasingly inhospitable places, till he reaches the pirates’ den where his old enemies, Razorbeard and his henchmen, are ready and waiting for him. Fortunately, Rayman can rely on Murphy. So if everything goes reasonably well, and he manages to accumulate enough cages, Rayman should have the strength to overcome all the obstacles that loom up on the hazardous road to Globox’s recovery!—Manual, Rayman 3
Rayman 3 (Game Boy Advance) is a portable version of the console game of the same name which was released for the Game Boy Advance in 2003. It is the first handheld Rayman game to feature multiplayer modes which made use of the Game Boy Advance/GameCube link cable, to link to the GameCube version. It is a 2D side-scrolling game with elements from Rayman, Rayman 2, and Rayman 3, though it is mostly centered around the story of Rayman 2. It is thought that it was originally developed as a Game Boy Advance version of Rayman 2, and that its Rayman 3 elements were added late in its development so that it could be marketed as a Game Boy Advance version of Rayman 3. There are also versions of this game for some mobile phones, and it was ported to the Nokia N-Gage. It was not given the ‘Hoodlum Havoc’ subtitle, as Hoodlums are only being present as enemies in three levels of the game (Hoodlum Hideout, Wretched Ruins and Scaleman's Keep).
The game appears either to be set between the events of Rayman 2 and Rayman 3, or to be an alternative sequel to Rayman 2. The game begins with Rayman rebuking Globox for swallowing a Dark Lum while he was trying to save the Teensies. As Rayman is about to go and find a way to cure him, Globox runs away, and leaves him worried that he'll end up doing something stupid. Meanwhile, Razorbeard hears about this incident and becomes hellbent on catching Globox to extract the Dark Lum, so he can use it to make himself more powerful, while hoping to destroy Rayman again with the Grolgoth.
As in Rayman 2, Rayman must collect 1000 Yellow Lums and must also find and destroy 50 cages – apparently the Heart of the World has been broken again by the Robo-Pirates, but it has also become his main mission to find Globox and have the Dark Lum removed and destroyed. The Yellow Lums are found in the vast majority of the levels, though 14 of them have between 2-4 cages each, unlike the original Rayman in which the 102 cages of Electoons are divided neatly into 6 for each level. Also, not all 50 cages have to be broken in order to reach the Heart of the Ancients.
The game is split into four hub worlds, which contain 6–9 levels each, including bonus areas which are unlocked when every single Yellow Lum in a world is collected. These worlds can be accessed one at a time on a world map similar to that in Rayman, and inside, the levels are presented as curtains rather than Magic Spiral Doors. A red curtain is a level that cannot be accessed just yet, while a blue curtain is one which is open for Rayman to step in. If a blue curtain is sparkling, that means that all the Yellow Lums in that level have been collected. At the end of these worlds is a lightpost guarded by Teensies, though they will only let Rayman move on if he has completed certain levels. Rayman can also exit both a level or a world if he walks to the exit signs at the beginning. Each world contains at least one boss and a Mega Havoc bonus level.
- Traditional: Most of the game levels fall into this category. Rayman has to progress through the level in classic 2D platforming style, while avoiding traps and enemies, breaking cages and collecting yellow lums. The number of the cages and lums varies per level. Typically such levels are split into 2 or 3 phases.
- Boss Levels: In these levels there are no cages and no yellow lums, and Rayman must battle one of the game boss characters. There is one such level in each hub world, except for the Pirate Stronghold which has two.
- Water-ski racing: These levels are set in 3D, and Rayman water-skies over the marsh, holding to the scarf of Sssssam. Similarly to The Marshes of Awakening from Rayman 2, various obstacles (mostly bombs) must be avoided. These levels contain a single phase where all yellow lums can be found. There are no cages to break.
- Kart Racing: These levels are set in 3D. Rayman rides a bumper kart. and has to complete 3 laps of the track, while collecting yellow lums and avoiding obstacles. The time per lap is limited, adding to the difficulty of the levels. If Rayman runs out of time or loses all of his hitpoints, he also loses all the yellow lums collected so far and has to start over. There are no cages to break.
- Bonus Levels: These are optional levels, which can only be accessed once all the lums in a given hub world have been collected. The levels contain more yellow lums, but no cages. They are not mandatory for game completion. Set in classic 2D platformer style, these levels contain no enemies, but the traps are more difficult than in most levels.
- Ly's Punch Challenges: These levels are optional, and contain no lums. They are set in classic 2D platformer style, with Rayman starting at the bottom and gradually progressing to the top of the level using punch platforms (hence the name). The punch platforms propel upward when hit with a charged fist, allowing Rayman to progress. Balloons, collapsing platforms and Purple lums also help Rayman through these levels. If the punch challenge is completed before the timer runs out, a new multiplayer level is unlocked.
As well as the single player story mode, there is also a number of multi player games in which up to four players can play using the Game Boy Advance Game Link cable. Players can either choose the Single-pak link, in which only one Game Pak is needed to play with up to 2 players, or the Multi-Pak link, in which each of up to four players will need a copy of the same cartridge each.
In this game, both players control Rayman riding in the same rocketship that he uses in Heart of the Ancients, and the aim is to defeat each other, akin to the Missile Dogfight game in Rayman Revolution.
This game is a tag game in which the player with the tag has to hurry and tag the others before their time runs out, and they can only do so by picking up the Fist power-up and using it.
This time, the player with the tag has to keep him or herself as far away from the others as possible, and the first one to reach the maximum time of one minute wins. A second Burglar map can only be unlocked when Rayman completes Ly's Punch Challenge 2 in the single player story mode.
Bumper Car Race
This is a bumper cars race that is set in the same environment as that in Magma Mayhem, and as such a player has to take care not to get pushed into the lava by the others as they race three laps for first place.
Bumper Car Arena
This is the same game as above, only this time the aim is for each player to push their opponents into the lava. The last one standing is the winner. This can only be unlocked when all 50 cages have been found and broken.
Players which have both Rayman 3 on the Game Boy Advance and the Nintendo GameCube can link the two games together using the special Game Boy Advance/GameCube link cable. Both of these have content only playable through this method. On the GameCube, there are unlockable minigames where Rayman is driving Kart and Globox is building Rayman's path. There is a second minigame similar to this, except two link cables, two Rayman 3 GBA cartridges, and two GameCube controllers are required. This one is basically the same, though there is a second team consisting of Reflux and Gumsi. On the Game Boy Advance, when the link is detected (due to data having to be transferred from the GameCube game to play), shorter bonus stages are available to play. A new bonus stage becomes available for every 100 Yellow Lums collected (out of 1000).
- Magma Mayhem
- Vertigo Wastes
- Void of Bones
- Jano's Nest
- Mega Havoc 2
- Prickly Passage
- Ly's Punch Challenge 1
- Swamp of Bégoniax 2
- Creeping Chaos
- Scaleman's Keep
- The Mettleworks
- Mega Havoc 4
- Magma Mayhem 2
- Razor Slide
- Ly's Punch Challenge 2
- Heart of the Ancients
- Lum Challenge
As is the case in most Rayman games, Rayman will need certain powers to reach certain areas. As a result, he will have to return to replay these levels later on in the game, once Ly the Fairy has given him whatever power he needs. The only power he has at the beginning of the game is his telescopic fist, which functions much like it did in the original Rayman game.
- Double Fists: This power allows Rayman to quickly use both his fists, which becomes useful for knocking down large objects.
- Grappling Fist: This allows him to grab onto Purple Lums and reach places he couldn't before.
- Climbing between two walls: Once Rayman receives this power, he will be able to scale between two walls.
- Super Helicopter: Allows Rayman to fly with his Helicopter whenever he eats a Blue Lum.
- Body Shot: This power is exclusive to the game. It allows Rayman to throw his body downwards and break through weak floors, such as wooden bridges. This can only be done while he is in the air.
- Yellow Lums: Rayman has to collect all of these in every level. Some are hidden, and some are in his pathway. Getting all of the Lums in one world gives him access to the Mega Havoc level of that world.
- Red Lums: These refill one space of Rayman's health if he collects one.
- Blue Lums: Blue Lums let Rayman use his helicopter hair to fly. Most of them only allow him to do it for a short time, but at one point in the game he finds one that lets him fly for as long as he wants until he reaches the end of that part.
- Green Lums: These work as checkpoints. If Rayman collect a Green Lum, he returns to the place he got it if he dies.
- Silver Lums: Whenever Rayman collects one of these he will gain an extra life. They are some of the rarest Lums in the game.
- Cages: Cages are hidden throughout the levels, and imprisoned within them are some of the inhabitants. Rayman usually has to hit the cage twice to free them.
- Lightposts: These are green lights on a post. They always at the end of a part of a level, and whenever Rayman goes to one, he will proceed to the next part of the level.
- Magic curtains: These are what Rayman uses to enter a level in the world map. They are blue in colour and the red ones must be unlocked.
A Nokia N-GAGE version of Rayman 3 was developed by Gameloft. It was based heavily of the Game Boy Advance version, but there are some differences between the two:
- The screen is smaller (176x208 pixels, while the Game Boy Advance screen's resolution is 240x160 pixels)
- Some graphical elements are sharper, including Rayman himself
- Some sound effects are different, including the Super Fist sound effect and Rayman's jump sound effect
- Some visual effects have been removed. The curtains on both sides of the screen in the overworld levels are missing, as well as the animation from the world transition)
- Four levels (Swamps of Begoniax, Magma Mayhem, Swamps of Begoniax 2 and Magma Mayhem 2) were replaced by new redesigned levels: Ascension, Ly's Punch Challenge 1, Free Falling and Falling Down. The number of Lums and cages was not changed.
The plot of this version of the game follows the original storyline to a very degree, being almost unrecognisable in its events. For this reason, it cannot be considered a retelling of the Rayman 3 story on the handheld. For this reason (as stated above) it is either a prequel to the mainstream Rayman 3 or an alternative continuity.
- The game could take place between Rayman 2 and Hoodlum Havoc as the characters of the latter appear to have prior knowledge of Black Lums, as none ever request an explaination as to what they are or where they come from, suggesting perhaps that this is not their first encounter with them. (The one exception to this is when Murphy reads the origin of the Black Lums in the manual, although this seems to be done for the player's benefit and not necessarily the characters) As Black Lums are never mentioned in Rayman 2, is it possible that their introduction to the storyline took place in the gap between the two games.
- Further to the above point, it is never explicitly stated what happens to the Hoodlum army at the end of the handheld Rayman 3, making it more than possible for them to still be around in Hoodlum Havoc.
- Andre's appearance in the handheld game is highly debatable. Nowhere in the game or its instriction manuel is he referred to, the Black Lum that Globox swallows is never named as anything more than an average Black Lum. For this reason it is fair to say that Andre does not appear in the handheld version, which explains why no one has prior knowledge of him (that they reveal) in Hoodlum Havoc.
- However, if the game truely does take place between Rayman 2 and 3, it is forgivable to question why the characters never reference the events of this game, particually since Globox swallows a Black Lum in both storylines but in Hoodlum Havoc everyone behaves as if this is the first time he has done such a thing.
- At the begining of the level "Swamps of Begoniax" on GBA, Rayman explicitly shows knowledge of the character Begoniax "Do you think [Globox] might have gone to Begoniax's marshes?", however, Rayman and Begoniax show no obvious recognition of each other in Hoodlum Havoc, and there is no reason to suspect that they have ever had any interaction in the past. Begoniax certainly does not know Rayman, simply referring to him as "that pervert".
- The opening and end cinematic of Hoodlum Havoc seems to suggest that Andre was "born" (through the actions of Rayman's wandering hands)on the same night that the events of the game started. As Andre is alone at the beginning of the game, it suggests that he was indeed the Black Lum that started the army up. (As mentioned by Murphy whilst reading the manual at the start of The Fairy Council's second level: "Suddenly, a Black Lum transports the red lums into Hoodlums") This rules out any possibility of Black Lums being present prior to the night Hoodlum Havoc began. However, this is only what we are led to presume. Whilst Andre is most likely the Black Lum the manual mentions, he was not necessarily transformed the same night depicted in the opening cinematic. He could have been transformed by the hands one night, created the Hoodlum army we see in the GBA game, and then gathered more the night of the beginning of Hoodlum Havoc.