Breaking Backlog: Game Boy Advance
Oct 11, 2026 · 30 min · 9 segments
A Second Whole Episode Staring Rayman Advace, Super Dodgeball Advance, F-Zero Maximum Velocity, Tony Hawk Pro Skater 2 New Episodes Drop Every Friday. Subscribe today on Spotify, Apple Podcast…
[gentle music] Rayman Advanced, published by Ubisoft Entertainment and developed by Ubisoft Montpellier, who go on to be the section of Ubisoft that deals with just Rayman and only Rayman.
This game follows our trend, being released June 11th, 2001, with the release of the Game Boy Advance in North America.
This game is a port of the 1995 Sony PlayStation game, also releasing on Atari Jaguar, Sega Saturn, and the PC.
It was later put on the Game Boy Advance, later put on the Nintendo DSi, and is also now on iOS, which is a great way to play this game.
It is a 2D side-scrolling platformer, a lot like a Pitfall Mayan Adventure, if you're so hip, or I guess a Mario.
But whereas Mario is a little bit faster, Rayman is much more about walking around a level, fighting enemies, and exploring, trying to find little collectible guys, also known as Electoons.
Um, you get tasked by this by a little wizard guy and Betilla the Fairy, who shows up in all of the later Rayman games, to go out, explore the levels, and find them.
Rayman has always been a weird abstract to me, where Mario and Sonic and Banjo-Kazooie, any of the platformer games that are recognizable, that are kind of staples of the genre, I recognize their mascot, and I kinda get the theme they're going for, even if it is a little bit weird.
It's A little strange, but like you can get the fantasy world, you can get the Mushroom Kingdom as a theme.
But Rayman has always kind of felt like a weird abstract where I don't understand what the aesthetic is.
You're a kind of guy and you're talking to fairies a lot and little animal creatures.
But then all of a sudden you're in a world with living saxophones and then like a bakery world with living cakes.
Your limbs are detached and you will be chucking your fist at all of the little creatures, mostly little goblin guys for the first little bit as you go from level to level.
This game is definitely more about stopping and kind of going a little bit slower and exploring the levels as a little bit of a maze and puzzle box as opposed to Mario and other platformers just kind of run through.
You're looking for five cages per level and they're spread out over a couple of screens.
[gentle music] Rayman Advanced, published by Ubisoft Entertainment and developed by Ubisoft Montpellier, who go on to be the section of Ubisoft that deals with just Rayman and only Rayman.
This game follows our trend, being released June 11th, 2001, with the release of the Game Boy Advance in North America.
This game is a port of the 1995 Sony PlayStation game, also releasing on Atari Jaguar, Sega Saturn, and the PC.
It was later put on the Game Boy Advance, later put on the Nintendo DSi, and is also now on iOS, which is a great way to play this game.
It is a 2D side-scrolling platformer, a lot like a Pitfall Mayan Adventure, if you're so hip, or I guess a Mario.
But whereas Mario is a little bit faster, Rayman is much more about walking around a level, fighting enemies, and exploring, trying to find little collectible guys, also known as Electoons.
Um, you get tasked by this by a little wizard guy and Betilla the Fairy, who shows up in all of the later Rayman games, to go out, explore the levels, and find them.
Rayman has always been a weird abstract to me, where Mario and Sonic and Banjo-Kazooie, any of the platformer games that are recognizable, that are kind of staples of the genre, I recognize their mascot, and I kinda get the theme they're going for, even if it is a little bit weird.
It's A little strange, but like you can get the fantasy world, you can get the Mushroom Kingdom as a theme.
But Rayman has always kind of felt like a weird abstract where I don't understand what the aesthetic is.
You're a kind of guy and you're talking to fairies a lot and little animal creatures.
But then all of a sudden you're in a world with living saxophones and then like a bakery world with living cakes.
Your limbs are detached and you will be chucking your fist at all of the little creatures, mostly little goblin guys for the first little bit as you go from level to level.
This game is definitely more about stopping and kind of going a little bit slower and exploring the levels as a little bit of a maze and puzzle box as opposed to Mario and other platformers just kind of run through.
You're looking for five cages per level and they're spread out over a couple of screens.
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