Skip to main content

How ‘Mario Kart’ inspired ‘Mario + Rabbids,’ right down to Luigi’s death stare

There was no way Mario + Rabbids: Kingdom Battle wasn’t going to be a weird video game. The surprising Ubisoft-developed Switch exclusive takes two action platform franchises — Nintendo’s flagship Mario world and the Minion-esque Rabbids — and blends them together in a modified strategy-RPG. It’s nothing like either has seen before.

Our game is predictable, but there is the same small chance of unpredictability that you have in Mario Kart

There are other eccentricities. Mario, Luigi, Peach, Yoshi, and their Rabbid clones all carry colorful guns, and get into shootouts with Rabbids, some of which have taken on the traits of classic Mario enemies. They fight on bright, colorful battlefields, covered with colorful blocks and collectible coins. It is a wargame at its most gamey.

According to Ubisoft Milan Creative Director Davide Soliani, that’s all very much by design. To create a new video game distinct from the two series it’s built from, he and his team created a new genre — what he calls a “tactical adventure” — to provide that canvas for a game that’s unlike any previous Mario spin-off.

We spoke to Soliani, whom you might know better as “crying Ubisoft man,” during a Mario + Rabbids Kingdom Battle event in New York last week. After playing a couple of hours of the game, including a local co-op mode we hadn’t seen at E3, we asked him about how his team developed the game’s unique style.

Author’s Note: This interview has been condensed and edited for clarity.

Digital Trends: Before the interview, you used a term I’d never heard before to describe the game, “Tactical Adventure.” What is a Tactical Adventure game?

Davide Soliani: Yes. we started with the intention to propose something completely new to Nintendo. Something that they were not already doing, [because] otherwise what’s the purpose of proposing something that a Nintendo is already doing very well. At the same time, we are huge tactics [game] fans, and wanted to try and “renew” the genre. Not revolutionize it, but renew it.

We wanted to stay true to the mother universe. This is exactly where we said we should mix the combat phases with “Adventure” phases where you can get lost in the beautiful world, to find Secret areas — a Circle of coins, a secret chest — and solve puzzles, while finding new allies and facing new enemies.

DT: So it’s called a “tactical adventure” game because it’s fusing the strategy elements and exploration?

DS: Absolutely. Plus, you have a storyline that develops the more you play with our roster of eight heroes, and other enemies.

We wanted to try and “renew” the [tactics] genre. Not revolutionize it, but renew it.

Why does Mario need a gun?

We wanted to do a ‘combat game’ since the very beginning, and the game we used as a reference was Mario Kart. We said, ‘Oh, it could have the same kind of a fast-paced action in a turn-based game.’

We knew that this could have been problematic for Nintendo. We spent a lot of time brainstorming; doing tons of sketches to create weapons that were not realistic at all. They were colorful and fun, but, at the same time, the player could understand the function just by looking at them. And those were the exact tools we needed to create a combat game. So, when we finally went to Nintendo, in Kyoto, proposing the combat action, Miyamoto-San approved them. It was a big reward for us.

You said your inspiration for the game was Mario Kart?

Mario Kart is very famous for the bonuses [or power-ups] you can take along the race. They really add a new layer of gameplay to a normal race. At the same time, in our game, apart from the values, techniques, and various types of skills that the player acquires throughout the skill tree, we have weapons that are not just there to deal damage. You have “super effects.”

Image used with permission by copyright holder

So, [for example], you can see one enemy being bounced in the air because of one of those effects. And then, when he’s falling down, it activates an ability like Luigi’s “Steely Stare,” for instance, that [allows him to] shoot, even when it’s not his turn. He hits the enemy again, and applies a new super effect, such as the burn effect, so when it hits the ground, it starts to run and scream with its bottom on fire. And that fire effect can propagate to other units.

These kinds of elements add a new layer. Our game is predictable, because it needs to be solid and reliable in terms of combat, but there is the same small chance of unpredictability that you have in Mario Kart, but in a combat game.

We tried to always surprise both kinds of players, the Rabbids fans, and the Nintendo fans.

With the essence of Mario Kart in mind, what would you say is the perfect Mario + Rabbids: Kingdom Battle moment?

When you chain multiple combos in the same battleground by just using all of your abilities and seeing something unpredictable happen. You bounce an enemy, then set his butt on fire, then bounce him again, then you have another cannon that is shooting… They are all simple actions, but it goes out of your control for a while. That’s the kind of surprising moment that we wanted to add on top of a tactical game.

Technical question: How did you decide to use three characters at a time in combat?

We had it that way from the very beginning. It’s a triangle, no? Three characters are almost a triangle. Internally, we called this a “Triforce.” Each character also has three actions, [a movement, an attack, and an ability], which is, once again, a triangle, so, once again, a Triforce. The combination of 3 x 3 x 3, gave us a lot of possibilities to come up with synergy between them. That was our starting point.

Playing the Mario + Rabbids, the game feels like an amusement park. In Super Mario 64, you run around the world and you feel like you’re in a place. In the Mario + Rabbids’ world, you’re guided around to see it. And then, in combat, it’s almost like a game board. Again, you’re not in a place, you’re on a board; with super effect cover blocks and the ability to get thrown “out of bounds.”

Can you talk about why you decided to create this surrealist version of the world?

We started with the intention to “invade” the Mushroom Kingdom, and because of that we wanted to make the player comfortable, able to recognize some elements of the Mushroom Kingdom. But, at the same time, because it has been twisted by the Rabbids, surprising them.

You will notice we use a lot of vivid, bright colors, but we also focused on making the world disproportionate. All the main background elements are really bigger than you, and compared to each other. This gives a sort of “toy effect” that makes the game appealing to all players, not just those who are used to tactical, turn-based games. We wanted to pull out this genre from the general conception that this is a niche [type of] game.

The game is Mario “plus” Rabbids. There’s a lot of Mario stuff. There’s a lot of Rabbids stuff. How did you manage to find your style between the two?

At first, we wanted to work on the contrast between the two worlds, Mario and Rabbids. We really embraced those differences to come out with new game mechanics — new ideas, new humor, new visuals, new music. And then we started to mix those together in order to create parodies of those iconic elements from the Nintendo universe and the Rabbids universe.

That’s why, in the E3 demo, you have a Piranha plant, and you have a white rabbit, then suddenly, you have a “Pirabbid Plant,” which is something completely new. We tried to always surprise both kinds of players, the Rabbids fans and the Nintendo fans.

We [also] wanted to expand the universe of the Rabbids; renew them as a brand, and give them a new beginning.

Would you describe the game as a parody in general?

I would say yes, even though this game has different kinds of humor; not just the slapstick kind of humor. Parody is the use (and misuse) of very iconic elements, and through parody you can create fun.

Mario + Rabbids: Kingdom Battle comes to Nintendo Switch August 29. To learn more about the game, check out our news roundup.

Mike Epstein
Former Digital Trends Contributor
Michael is a New York-based tech and culture reporter, and a graduate of Northwestwern University’s Medill School of…
It’s Super Mario Bros. Wonder’s subtle changes that make it special
The flagpole is knocked away in Super Mario Bros. Wonder

While I’m only partway through Super Mario Bros. Wonder, I’m already utterly in love with the game.

As our glowing review outlined, it’s a highly polished 2D platformer that’s approachable for anyone to play and elicits a joyous and vibrant sense of wonder. But for me, what makes Super Mario Bros. Wonder special aren't so much the wild Wonder effects or elephant transformations. It's the subtle touches. These elements might not be immediately noticeable or relevant to most, but they all work together to create an experience that’s a step above most other platformers.
Changes enhance enjoyment
Super Mario Bros. Wonder isn’t afraid to show that it’s different from previous Mario games through small moments and changes. One instance that illustrates this early on is in one of the first Bowser Jr. fights. It starts like all his New Super Mario Bros. boss fights do, with him getting in his shell and spinning toward Mario. At first, I was disappointed that Nintendo was just doing the same thing again, but after the first hit, that changed. Bowser Jr. activates a Wonder effect and changes in size for the following two stages of his fight. It's a moment of surprise that subverts my expectations, which are based on decades of Mario games. This is a small moment and reference that many Super Mario Bros. Wonder players probably won’t even internalize. Still, it is a smart way to show how the platformer differs from what came before.

Read more
Super Mario Bros. Wonder has some of Nintendo’s best online features
Wiggler in Super Mario Bros. Wonder

When it comes to multiplayer integration, Nintendo can be wildly unpredictable. Unstable online servers and disappointing co-op experiences built for young players can leave its games lacking. Thankfully, that's not the case with Super Mario Bros. Wonder. In fact, the new 2D adventure might just contain the best Nintendo multiplayer experience on the Switch next to Mario Kart 8 Deluxe or Super Smash Bros. Ultimate.

At any point while playing Super Mario Bros. Wonder, players can bring their game online with the press of a button in the main menu. Doing so will unlock several multiplayer features at once. For one, there's traditional online multiplayer. Simply press a button to "play with friends" and you'll be able to explore both the overworld and levels co-operatively. Like the New Super Mario Bros. series, four players can work together to complete levels (which can be very hectic fun).

Read more
Paper Mario: The Thousand-Year Door is getting a surprise Switch release
Paper Mario and Goombella facing down Goombas in Paper Mario The Thousand-Year Door Switch remake.

It was a good morning for both Mario and RPG fans. Today's Nintendo Direct not only showed more of the new Super Mario RPG remake, but also unveiled a new port of Paper Mario: The Thousand-Year Door that's coming next year to the Nintendo Switch.

Paper Mario: The Thousand-Year Door - Nintendo Direct 9.14.2023

Read more