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Rabbids Go Home (Wii)

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This page details pre-release information and/or media for Rabbids Go Home (Wii).

Rabbids Go Home had an interesting development time. It was in development for three years, and according to ONM, it took a year for the developers to fully decide where to go with the game.

Prerelease Screenshots#

This screenshot shows a scrapped Museum level, complete with huge T-Rex and Pterodactyl skeletons, several paintings, and possibly two levels to explore. Also, there appears to be a green Verminator on the other side of the top level, just below the head of the T-Rex skeleton.

E3 2009 Demo#

Careful, you'll lose an eye.

This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.
Specifically: Comparison images from the final game (I can't get the images myself unfortunately)

A demo for Rabbids Go Home was shown off at E3 in June, 2009. It features quite a few subtle differences to the final game. This first video shows gameplay of the In Ze Wiimote mode and two stages, plus commentary by Adrian Lacey, credited in the game for "Game Content Support."

Watch on YouTube

In Ze Wiimote#

  • The mode is called "In The Wiimote" on the main menu, but "In ze Wiimote" in the actual mode menu
  • Instead of the Exit and Menu options, there is one grey Options button

E3 2009

Final

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  • The entire menu for In Ze Wiimote is different. Instead of using the same background as the title screen, this demo uses a white and grey menu, which seems to emulate the Wii's aesthetic.

E3 2009

Final

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  • At 1:50, the Rabbid's model glitches out while it walks to the front of the Wiimote. This glitch does not occur in the final, so the mode must still be being worked on when this demo was made.
  • The menus for each option is different as well, such as for the Tools menu

E3 2009

Final

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  • The multiple options in the Options menu are locked behind the total height of the pile, instead of individual height of items earned in levels. This can be seen at 2:59, where the Wiimote hovers over the red option, and it says "6000 FT"
  • To get back to the Rabbid selection screen, you have to click a unique icon of a Rabbid with a door on its face. In the final game, it is a simple open door icon
  • To exit the mode, you have to suck on a lever marked Exit. In the final game, you simply press the Exit icon with the Wii Pointer.

E3 2009

Final

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Super Racket in the Market#

  • The demo lacks good vertical sync, making the game seem jittery
  • Arguably the most noticeable difference between this and the final game is that the paint the Rabbids have marked certain objects with is red instead of yellow.
    • A remnant of this can be found in the final game intro cutscene for Rabbid Fire Reaction. At the start of the cutscene, the Rabbids hop into a luggage carrying vehicle that was marked by other Rabbids with bright red paint. This is the only time in the final game where the Rabbids use a paint colour that is not yellow.
  • The "Press A" option that pops up when near NPC Rabbids is a pinky-red colour instead of blue
  • The trolley icon is different
  • The lightbulb/Idea meter uses the same icons as the final version, but they are spaced far wider than the final game
  • The number of feet is white instead of yellow
  • Enemy objective on top left instead of top right
  • Enemy objective number is white instead of green

E3 2009

Final

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  • When you boost into an enemy, their items don't automatically go into your cart like they do in the final game
  • At 5:51, a deck chair flattens without the cart touching it, so the hitbox must still need some work
  • The Collector Rabbid located on the far right, rather than the left corner. Perhaps it was moved because it was too easy to miss in the far right?
  • The Collector Rabbid item number is white instead of yellow
  • There are no lightbulbs by the Collector Rabbids. In the final game, there are always two lightbulbs by each Collector Rabbid
  • The cake item has a yellow middle tier, which is pink in the final game
  • Donuts and Champagne items are present, which are replaced by steak and soda bottles in the final game
  • The Rabbids don't yell when they go over the speed boost ramp to other section
  • The man and dog duo are on the left instead of the right
  • There is a boost pad present in the middle of the circular dip. Presumably it was meant to point to the next area?
  • At 7:50, Adrian Lacey says that you have to go back into levels with your "new capabilities" in order to get everything. In the final game, going to earlier levels after unlocking the boost and jet ski abilities will not let you use them in those levels
  • The security guard character is the one in the announcer spaceship thing, instead of a woman like the final game. He seems to have unique voicelines for this, too.
  • The toilet paper items in the supermarket are replaced with soda bottles in the final game
  • The Capri Sun pouch is not present
  • A stack of soda bottles on the right hand side is not present in this build.
  • Different pause menu; no subtitles

E3 2009

Final

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  • Exiting while playing a cutscene means the cutscene will keep playing while you exit
  • Different loading screen

E3 2009

Final

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Rabbid Fire Reaction#

  • The woman who falls onto the wing's outfit is red and yellow, instead of blue like the final game
  • There is no branding on the airplane. In the final it says Away Airways

E3 2009

Final

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  • The tutorial menu is a rough square shape, white border and scribbly pink interior. In the final, it's a rough splash of blue paint
  • The menu says "Smash the plane engine with your (wii remote) to knock it off" instead of "Shake your Wii Remote to keep your shopping cart within the green zone. Press A"
  • No arrow present on meter

E3 2009

Final

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  • The overhead monitor rig in the airport cutscene extends further out, and the monitors are lower down/moved around
  • The airplane outside the window is not properly rendered. It looks closer to three random triangles rather than a plane. In the final, it's a full plane.
  • More collectible stands were added in the final game
  • There is no yellow paint Rabbid giving instructions on how to move
  • Weirdly, Away Airline branding is present on the posters in the airport?
  • At 9:56, you can see a sliver through the wall after the recycling ramp, so you can see out-of-bounds. This was fixed in the final
  • Those collectible blue reactor things are white and have a conical dome in this build, instead of a concave one
  • There are a lot fewer items in the tunnel scene than in the final version
  • There is a weird camera change at 10:57 for no reason, which is obviously not present in the final game.
  • There is no huge stack of reactor energy things at the end of the tunnel
  • There is no green inflatable barricades at the end, so presumably you could do the tunnel backwards if you wanted?
  • There is no yellow paint Rabbid to explain the Verminator boost mechanic
  • There are different items/placement in the second airport lobby section
  • There are no items at the end of the section with the red bouncing bombs
  • The bell noise when starting a battle is missing, but the Rabbids still make noises, like in the final game
  • In the battle room, there are two oil slicks on either side of the arena. When you drive into them, you spin out of control. Although there are some oil slicks in the final game, there aren't any present in Rabbid Fire Reaction, nor any section where the Rabbids are riding the jet engine, so this functionality is not achievable in the final game.
  • The Verminator's bomb gun is more basic looking than the final
  • There are far less items in the last tunnel section
  • At 13:01, when giving examples of level themes, Adrian Lacey says "... cemeteries, libraries...", neither of which were in the final game.
  • XL items give you 1000 ft instead of 600 ft
  • There is just a simple meter instead of the final toilet chart

E3 2009

Final

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  • There is a slightly different toilet animation when the XL item is sucked down
  • The final cutscene is more zoomed out than the demo version
  • The toilet has weird pointy broken tube sticking out the back.