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Rabbids Land

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Rabbids Land
Rabbids Land Cover.jpg
Developer(s) Ubisoft Paris
Publisher(s) Ubisoft
Series Raving Rabbids
Release date(s) JP June 6, 2013
NA November 18, 2012
PAL November 30, 2012
Genre(s) Party
Mode(s) Single-player, Multiplayer (4)
Input methods GamePad, Pro Controller, Wii Remote, Nunchuk, Classic Controller, Microphone
Compatibility LoadsLoads
GameIDs
See also...

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Wikipedia page

Rabbids Land is a Wii U party game that was announced by Ubisoft at E3 2012. It was developed and published by Ubisoft in November 2012 for North America, Europe and Australasia, and then later released in June 2013 for Japan. It is the seventh installment of the Raving Rabbids series.

Known Issues

Slow loading, initial video static in the first frame, while sounds continue, after 5-10 minutes is possible to go menu, character customization has very glitches and unacceptable frame rate, the speed and glitches do the game unplayable.

Configuration

Gameplay Videos

Testing

Testing
1.7
Version OS Version Region CPU GPU Tester FPS Status Additional Notes
1.7.3d Windows 10 USA Intel Core i7 4790 @ 3.5GHz Nvidia GTX 770 Josivan 5 Unplayable Using single core interpreter is possible go in game, but with heavy glitches and slowdowns
1.7.5 Windows 10 USA Intel Core i7 3770 Nvidia GTX 1070 Gnar 0-3 Unplayable Using single core interpreter is possible go in game, but with heavy glitches and slowdowns
1.9
Version OS Version Region CPU GPU Tester FPS Status Additional Notes
1.9.0c Windows 10 USA Intel Core i7 4790 @ 3.5GHz Nvidia GTX 1070 Josivan 0-60 Unplayable Not even using single core interpreter is possible pass through intro video
1.22
Version OS Version Region CPU GPU Tester FPS Status Additional Notes
1.22.3 Windows 10 USA AMD Ryzen 5 3600X Nvidia GTX 1660 Super LolHacksRule 0-60 Loads Game loads past logos but rendered objects on the TV screen are extremely glitchy. Intro video loses a few frames when played. GamePad screen looks and runs fine in menus/for HUD elements and usually runs at a stable 60 unless rendering is used where many objects aren't rendered.