
The Rabbids are resented among some Rayman fans. For a while they “took over” the series with overly juvenile humour, minigame collections rather than platformers, and a shifting focus away from Rayman, his friends, and his world (after the first one, I think they’re mostly set on Earth, and Rayman himself disappears after the third). For the purposes of my series playthrough, I’m covering the first instalment only, as I think it’s still in the Glade of Dreams and its handheld iterations are platformers.
And if you’ve been following the series, there’s no way you’d want to miss this. The minigame focus of the first main Rabbids game was the result of a drastic change in design partway through development. This small GBA game is the successor not only of the original Rabbids platform adventure, but combines that with concepts from an unrelated cancelled prototype for “Rayman 4”. Not only is RRR GBA the closest thing to a “proper” Rayman 4, it honours the whole series.
Firstly, it follows closely on the heels of Rayman 3 GBA. A similar art style and feel, borrowed sprites and gameplay, even the Mode 7 3D racing levels (although on the whole it’s a bit less polished those bits are at least done better here, I feel). Rayman also starts with most of the abilities he gained over that game, which are supplemented by costumes, albeit more like personas than the implementation in Rayman 3 proper. Again we have undefined creatures in cages, yellow Lums (along with red, blue, and green), and even Ly and Murfy along to help (Globox and R3-type Teensies have cameo appearances). Certain sound effects and jingles are (like both previous GBA games) carried over directly all the way from Rayman 2. Finally, thanks to the Rayman 4 concept, the environments are either new to the series or updates to Rayman 1 worlds, complete with classic and classic-feeling enemies. So we’ve come full circle.
All this together made it feel nostalgic as I played. It plays well too, with secrets tucked away but not too hidden, and strategic combat. Levels are broken up occasionally with a shooting gallery minigame (hosted by a Rabbid with a Magician hat!!), or a timed speedrun-type level. Boss fights are varied in goal, but between the cool first boss (a large Antitoon replica) and the last, a giant robotic Rabbid, you fight the same buff Rabbid multiple times, which is a bit lame. The costumes are generally underused and a bit awkward to switch to, but not an inherently bad idea.
Now it must be said: the game is very short. For me, it was over in an afternoon. As I’ve said before, it doesn’t automatically lose points for that, but I do wish there were just a few more levels, or something to do in the village hub between worlds. It’s obvious after reading about the origins of the project that this represents a fundamentally cut-down version of the Raving Rabbids/Rayman 4 vision. But, it is the only version we have of it and for that I cherish it.
It’s interesting how you can draw a line through Rayman 1 to Rayman 3 GBA to Rayman Raving Rabbids GBA, and get in a fairly consistent tone a 2D platformer experience of the whole pre-Origins series: 1, 2, a bit of 3, and what 4 could have been. The other thing I noticed was the concepts that would work their way into the revitalised Rayman series: the Organic Cave is similar to the parts inside the giant dragon in Origins and Fiesta Run, and the Rabbids’ Lair world looks so much like Legends’ castle archetype. Cool stuff! Although it’s short this comes highly recommended, if only for the concepts, the synthesis of series elements, having a real platforming adventure against menacing Rabbids. Don’t overlook it!





