One of the biggest problems with the games is that they go on for too long. There are around 40 mini-games total, few of which you would want to play more than once, and all of which you will be forced to. Gaining moves is supposed to act as some sort of motivation, but it comes across as a lazy, yet frustratingly effective method of artificially lengthening play timeĪfter each turn in adventure mode you choose a "channel," which is really just a set of unrelated mini-games, from which an event is chosen at random. In the end, this mode functions as nothing more than a way to force players into mini-games. Once all the Rabbids are removed, a new "channel" is unlocked which opens up a new set of mini-games and starts the process all over again. You gain moves by playing mini-games, which will begin after every turn.
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Each time you get Rayman to the TV, ten Rabbids are removed, and the TV icon moves to another location. Listed on the top screen is a number representing the amount of Rabbids in your TV. Your goal is to move the Rayman icon to the television before the Rabbid get's there. When you begin this mode, you will be taken to a six by seven square grid with icons showing Rayman, a Rabbid, and a television. The meat of the game is the inaptly titled "adventure" mode. The premise is simple: Rabbids have invaded Rayman's television, and the only way to liberate his set from the mischievous creatures is by playing, what else, random mini-games.
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As if anyone didn't see this coming, Rayman Raving Rabbids TV Party for DS is proof that the novelty is fading as the series has officially begun to overstay its welcome. Two years and as many sequels later, Ubisoft is still trying to squeeze every red cent they can out of those insufferable little space bunnies. A decent game for what it was, but its appeal was limited at best. The first Raving Rabbids game made its mark as a Wii launch title. There's a rule in the game making business – if you find something that sells, milk it for all it's worth.