Super Luigi Bros

Mario + Rabbids Kingdom Battle (Nintendo Switch) tactical RPG crossover with the Rabbids

Mario + Rabbids Kingdom Battle box art
Switch2017Tactical RPGUbisoft Milan8 Heroes4 WorldsDK DLC10M+ Sales

Mario + Rabbids Kingdom Battle

Released on 29 August 2017, Mario + Rabbids Kingdom Battle is the unlikely Switch-era crossover between Nintendo’s Super Mario franchise and Ubisoft’s Rabbids series. Developed by Ubisoft Milan under director Davide Soliani with a soundtrack by Grant Kirkhope (Banjo-Kazooie, GoldenEye 007), it is a turn-based tactical RPG / strategic shooter hybrid — the first tactical-strategy game in the Mario franchise. Featuring 8 playable heroes (4 from Mario, 4 Rabbid analogues), 4 themed worlds across the corrupted Mushroom Kingdom, signature SupaMerge-fused enemy designs, deep weapon and skill tree customisation, and 5 boss battles, the game critically outperformed expectations to become one of the Switch’s breakout 2017 titles — selling over 10 million copies and earning Game of the Year nominations at multiple ceremonies. The June 2018 Donkey Kong Adventure DLC added DK as a playable hero, Rabbid Cranky as a Rabbid analogue, and an all-new banana-themed campaign island.
Developer:Ubisoft Milan / Ubisoft Paris
Publisher:Ubisoft (Nintendo partner)
Platform:Nintendo Switch (exclusive)
Genre:Tactical RPG / Turn-based
Released:29 August 2017
Director:Davide Soliani
Composer:Grant Kirkhope
Heroes:8 launch + 2 DLC
Worlds:4 (+ DK Adventure DLC)
Major bosses:5 main + 1 DLC
Metacritic:85/100
Sales:10M+ (lifetime)

Overview

MRKB key artwork by Veyrat Thomas
Promotional key art by Veyrat Thomas — the franchise crossover at its most ambitious

Mario + Rabbids Kingdom Battle is a turn-based tactical RPG developed by Ubisoft Milan with assistance from Ubisoft Paris, published by Ubisoft and released on 29 August 2017 as a Nintendo Switch exclusive. The game represents one of the most unlikely third-party crossovers in Nintendo history — a marriage of the wholesome Super Mario franchise with Ubisoft’s anarchic Rabbids series, structured as a deep tactical-strategy game in the vein of XCOM and Valkyria Chronicles.

The result was a critical and commercial breakout. Reviewers praised the genre experimentation, the chemistry between Mario’s cast and the Rabbid analogues, the surprisingly deep cover-based combat system, and Grant Kirkhope’s standout soundtrack. Commercially, the game has sold over 10 million copies lifetime — a remarkable performance for a strategy game on a Nintendo console, and a vindication of the Switch’s ability to host genre-experimental third-party titles.

The Headline Features

  • Turn-based tactical RPG combat — the first tactics game in the Mario franchise. Cover-based shooting, character positioning, action-point management, and team synergies define every encounter.
  • 8 playable heroes at launch — Mario, Luigi, Peach, and Yoshi from the Super Mario cast, paired with their Rabbid analogues (Rabbid Mario, Rabbid Luigi, Rabbid Peach, Rabbid Yoshi). Each hero has a unique weapon, ability, and skill tree.
  • 4 distinct themed worlds — Ancient Gardens (forest), Sherbet Desert (frozen tundra), Spooky Trails (haunted swamp), and Lava Pit (volcano). Each with unique enemy types, environmental hazards, and visual identity.
  • Beep-0 — the player-controlled robotic assistant. In overworld sections, Beep-0 leads the heroes through puzzles, treasure hunts, and exploration before combat begins.
  • Weapon and skill tree customisation — each hero has 2 weapon types (primary + secondary), unlocked through purple-coin currency, plus an extensive skill tree branching into Movement, Health, and Combat upgrades.
  • 5 major boss battles — Pirabbid Plant, Rabbid Kong, Phantom of the Bwahpera (a literal Mario opera boss), Icicle Golem, and the Lava Queen, culminating in the Megabug final encounter.
  • Grant Kirkhope soundtrack — the composer behind Banjo-Kazooie, GoldenEye 007, and Donkey Kong 64 returned to write the original score. The “Phantom of the Bwahpera” boss theme became one of the most-quoted game music tracks of 2017.
  • Donkey Kong Adventure DLC (June 26, 2018) — added DK and Rabbid Cranky as playable heroes, plus an entirely new banana-themed campaign island with original story.
The Crossover That WorkedPre-release scepticism about Mario + Rabbids Kingdom Battle was substantial. A turn-based tactics game starring Mario alongside the often-divisive Rabbids felt like a gamble — critics and fans both questioned whether the tone could be balanced. The leaked pre-release artwork showing Mario wielding a Blaster gun caused widespread internet skepticism. NDcube’s execution silenced every doubt: the result was one of the most-celebrated Switch launch-year titles, with universal praise from critics, strong commercial performance, and a sequel (Sparks of Hope, 2022) greenlit within a year of launch.

The Unlikely Crossover

The Mario × Rabbids crossover concept began at Ubisoft Paris in 2010 as a pitch for a Mario/Rabbids action-adventure game for the Wii. Nintendo rejected the original pitch. The idea was shelved for several years until Davide Soliani and his team at Ubisoft Milan revived the concept around 2014, repositioning it as a tactical-strategy RPG with Mario’s established cast.

The Development Story

  • 2010 — Ubisoft Paris pitches a Mario/Rabbids adventure-platformer crossover for the Wii. Nintendo declines.
  • 2014 — Davide Soliani and Ubisoft Milan revive the concept as a tactical RPG. The new pitch wins Nintendo approval.
  • March 2015 — Nintendo and Ubisoft enter into a formal development partnership. Ubisoft Milan begins production.
  • June 2017 (E3) — The game is publicly revealed during Ubisoft’s E3 press conference. Director Davide Soliani tearfully takes the stage — the now-iconic moment that crystallised the gaming press’s emotional connection to the project.
  • August 2017 — Game releases worldwide. Sales and critical reception exceed Ubisoft’s internal forecasts.
  • June 2018 — Donkey Kong Adventure DLC releases.

The Leak That Backfired

In May 2017 — one month before the E3 reveal — promotional artwork for Mario + Rabbids Kingdom Battle leaked online. The leaked image showed Mario, Luigi, Peach, and Yoshi alongside their Rabbid analogues, all wielding cartoonish blaster weapons against a Mushroom Kingdom backdrop. The internet response was overwhelmingly negative — critics called the concept a “Mario gun game” and lambasted Nintendo’s creative direction.

The actual E3 2017 reveal one month later — with full gameplay demonstrations, Davide Soliani’s emotional appearance, and Shigeru Miyamoto endorsing the project on stage — completely reversed public opinion. The leaked artwork that had been criticised became iconic marketing imagery for the launch.

An Italian Mario GameMario + Rabbids Kingdom Battle holds a unique distinction in Super Mario franchise history: it is the first mainline Mario game predominantly developed by an Italian studio. Ubisoft Milan led development under director Davide Soliani — a fact that Italian Mario fans (and Mario himself, the Italian plumber) have noted as particularly fitting. Soliani’s team came from a wide variety of European backgrounds, but the studio’s Italian creative core was central to the game’s identity.

Story

Rabbid finds SupaMerge
A Rabbid discovers the SupaMerge device — the inciting incident

Story Setup

The story opens in an alternate present-day Earth. A young inventor known as Genius Girl develops the SupaMerge, a device capable of fusing two objects into a hybrid combination. A washing machine in her workshop functions as an interdimensional portal to the Rabbid world, and a group of Rabbids stumbles through it into her lab.

One Rabbid (later called Spawny) discovers the SupaMerge and accidentally activates it, fusing himself with various Mario merchandise scattered around the workshop. The device’s chaotic energy then merges the entire Rabbid world with the Mushroom Kingdom — creating a corrupted version of Peach’s realm overrun with Rabbid-fused enemies and warped versions of the heroes.

The Heroes’ Quest

Mario discovers the merged Mushroom Kingdom and is joined by Beep-0, a robotic assistant from Genius Girl’s lab. Together they recruit Luigi, Princess Peach, and Yoshi, plus the four “Rabbid heroes” (Rabbid Mario, Rabbid Luigi, Rabbid Peach, Rabbid Yoshi), each of whom is a Rabbid that has fused with one of the Mario cast’s identities.

Beep-0 reveals that the chaos is caused by Megabug, a corrupted form of the SupaMerge energy that has taken physical form as a swarming entity. The heroes must travel through 4 corrupted worlds, defeat the bosses created by SupaMerge’s influence, and reach Megabug’s sanctum to restore the kingdom.

Rabbid in toilet
The Rabbids invade Genius Girl’s workshop — chaos begins
Rabbid with sunflower
SupaMerge effects begin warping the workshop
Rabbid using SupaMerge
Spawny activates SupaMerge — the inciting event
Rabbid Peach is born
The first SupaMerge fusion — Rabbid Peach is created

The Antagonist Trio

  • Spawny — the rogue Rabbid who triggered the catastrophe. Initially feared as a villain, eventually revealed to be a frightened child of sorts. Recurring motif throughout the campaign.
  • Bowser Jr. — unexpectedly aligned with the chaos in the merged Mushroom Kingdom. Acts as a mid-game antagonist commanding Rabbid forces.
  • Megabug — the corrupted essence of SupaMerge energy. Manifests as a growing parasitic swarm. The final boss of the main campaign.
Spawny — The Surprising Heart of the StoryDespite his role as the catalyst for the entire crisis, Spawny emerges as one of the game’s most sympathetic characters — a frightened young Rabbid in over his head, capable of moments of genuine pathos. The game subverts crossover-game expectations by spending narrative time developing him as a character rather than treating him as a generic antagonist. By the end of the campaign, players are rooting for Spawny’s redemption.

Tactical Gameplay

Mario + Rabbids Kingdom Battle’s combat system blends the deepest elements of XCOM-style tactical combat with Mario-franchise accessibility. Each encounter takes place on a grid-based tactical map where the player controls a team of 3 heroes against AI-controlled enemies.

Combat Structure

  • Grid-based positioning — the battlefield is divided into hexagonal/square tiles. Movement, cover usage, and attack ranges all depend on tile relationships.
  • Action Points (AP) — each hero has a fixed number of actions per turn: 1 movement, 1 attack, and 1 skill. Smart AP usage is the foundation of tactical depth.
  • Cover system — partial cover (50% hit reduction) and full cover (100% hit reduction). Knocking down cover with attacks is a key tactical tool.
  • Team Jumps — heroes can use teammates as launchpads to leap further across the map. Coordinated team jumps enable rapid map traversal and surprise attacks.
  • Dashes — each hero can dash through enemies during movement, dealing damage and pushing them. Strategic dashing chains create combo opportunities.
  • Overwatch — heroes can save actions for “Hero Sight” reactive attacks that trigger when enemies move into range. The defensive counterplay.
  • Super Effects — enemy weapons cause status effects (Burn, Bounce, Honey, Push, Vamp, Ink, Stone, etc.). Heroes have weapon variants that apply or resist these.

Mission Objectives

  • Defeat all enemies — the standard combat mission. ~60% of encounters.
  • Reach the goal — navigate the map to a specific tile (often through enemy territory). Mid-game gauntlet missions.
  • Escort the chest — protect Beep-0 or an NPC as they navigate the map. Defensive scenarios.
  • Survive X turns — endure waves of enemies for a specified duration. Late-game tension-building.
  • Defeat the boss — the major encounter format, with multi-phase boss patterns.
XCOM Inspirations, Mario IdentityThe combat system is heavily inspired by Firaxis’ XCOM franchise — cover-based grid tactics, action points, overwatch reactions, percentage-based hit chances — but Ubisoft Milan stripped out the brutal “permadeath” tension XCOM relied on and added Mario-franchise enhancements like Team Jumps, Dashes, and the more forgiving AP economy. The result feels distinctly more accessible than a pure XCOM clone, while preserving the deep tactical decision-making that defines the genre.

The Mario Quartet

Mario + Rabbids Kingdom Battle’s playable roster consists of 8 heroes at launch, organised as 4 Mario-cast paired with 4 Rabbid analogues. Each hero has a unique playstyle, weapon archetype, skill tree, and tactical role within the 3-hero team composition.

The Mario Cast (4 Heroes)

Mario

Mario

HeroDual blaster + Hero Sight overwatch — the balanced all-rounder

Luigi

Luigi

HeroSniper specialist + Steely Stare — long-range threat eliminator

Peach

Peach

HeroTriple-Shot blaster + Team Heal — the support healer

Yoshi

Yoshi

HeroAOE Boomshot + Bounce — area damage and crowd control

The Mario Quartet TacticsThe Mario cast brings established Super Mario character traits into tactical roles. Mario’s balanced kit makes him the universal team anchor. Luigi’s Sniper specialty (the tallest, most accurate character) inherits his “Cowardly Lion” Luigi tradition. Peach’s healing magic translates to medkit and team-support powers. Yoshi’s ground-pound AOE weapon directly references his platforming move. Every character’s tactical role connects to their Mario franchise identity.

The Rabbid Quartet

The Rabbid Heroes are the SupaMerge-fused counterparts of the Mario cast — Rabbids that absorbed Mario, Luigi, Peach, and Yoshi’s essence and gained their own twisted versions of those characters’ abilities. Each plays as a counterpart to their Mario equivalent but with chaotic, exaggerated personality and unique tactical flavor.

The Rabbid Quartet (4 Heroes)

Rabbid Mario

Rabbid Mario

HeroMagnet Dance + Rumblebang — close-range melee specialist

Rabbid Luigi

Rabbid Luigi

HeroBworb + Vamp Dash — status-effect specialist

Rabbid Peach

Rabbid Peach

HeroBodyguard + Group Heal — selfie-loving healer

Rabbid Yoshi

Rabbid Yoshi

HeroMecha-rocket Boomshot + Mecha-jump — AOE specialist

Rabbid Heroes — The Breakout Stars

  • Rabbid Peach emerged as the breakout character of the game. Her selfie-stick weapon, Instagram-account character beats, and complete obliviousness to danger made her the cover-art mascot for the entire franchise. She would go on to appear in Mario + Rabbids Sparks of Hope, Tour the Marvel Mash-up tournaments, and various Ubisoft promotional material.
  • Rabbid Luigi is the most “cowardly” of the Rabbid quartet, mirroring Luigi’s personality but exaggerated. His Vamp Dash ability — drains health from enemies on dash-through — makes him an offensive-defensive hybrid.
  • Rabbid Mario is the team’s aggression engine. His Magnet Dance ability pulls in nearby enemies, then his Rumblebang shotgun deals devastating close-range damage. Rabbid Mario specialists love the “lunge into the heart of the encounter” playstyle.
  • Rabbid Yoshi is the team’s long-range artillery. His Mecha-rocket weapon launches arcing rocket-bombs over cover, making him a key counter-cover specialist. His Mecha-jump ability lets him traverse otherwise-impossible distances.
Rabbid Peach — The Accidental Franchise MascotPre-release marketing emphasized the Mario cast. Reviewers and fans gravitated to Rabbid Peach. By launch month, her image was the de facto franchise mascot — appearing on box variants, Nintendo Switch Online icons, Smash Bros. spirits, and even her own dedicated Twitter/Instagram accounts run by Ubisoft. Her presence in Mario + Rabbids Sparks of Hope (2022) was specifically requested by the fanbase, where she returned as a major playable character with a full character arc.

Weapons & Skill Trees

Kingdom Battle Blaster
A Kingdom Battle Blaster — Mario’s starter weapon class

Weapon System

Each hero wields 2 weapons in combat — a primary attack-focused weapon and a secondary utility weapon. New weapons are unlocked through purple-coin currency earned from missions and exploration treasures. Each weapon variant has different damage, range, accuracy, ammo, and Super Effect properties.

Weapon Categories

  • Blasters — Mario, Rabbid Mario’s primary. Medium range, balanced damage, occasional Burn Super Effect variants.
  • Snipers — Luigi’s specialty. Long range, high accuracy, devastating against high-HP enemies.
  • Triple-Shots / Triple-Bsts — Peach’s primary. 3-shot burst weapons with reduced accuracy but increased coverage.
  • Boomshots — Yoshi, Rabbid Yoshi’s primary. AOE explosive weapons that hit multiple enemies in radius.
  • Rumblebang shotguns — Rabbid Mario’s primary. Close-range only, devastating against grouped enemies.
  • Yoshimite — Yoshi’s secondary. The Mario reference: a ground-pound device that creates damaging shock waves.
  • Bworbs — Rabbid Luigi’s utility. Throwable explosive bombs with status-effect properties.
  • Hammers — generic close-combat backup melee weapons available to multiple heroes.

Skill Trees

Each hero has a 3-branched skill tree:

  • Movement — increases dash damage, Team Jump count, dash distance, and Team Jump utility.
  • Health & Defense — maximum HP, cover bonuses, status-effect resistances.
  • Combat Skills — unique to each hero. Mario’s Hero Sight overwatch, Peach’s Bodyguard team-heal, Rabbid Peach’s Bodyguard team-protection, Rabbid Yoshi’s Mecha-jump, etc.
Skill SpecialisationSkill trees are deliberately deep — each hero has 20+ unlockable nodes split across the 3 branches. By late-game, players have meaningful choices about whether to specialise (one hero becomes a glass cannon with massive damage) or generalise (every hero gets balanced upgrades). Most successful late-game team builds combine 1 movement-specialist + 1 damage-specialist + 1 support-specialist.

The 4 Worlds

Mario + Rabbids Kingdom Battle’s campaign is divided into 4 distinct worlds, each with its own visual theme, enemy variants, environmental hazards, exploration mechanics, and multi-phase boss encounter. The worlds progress in difficulty from beginner-friendly Ancient Gardens through the tactically demanding Lava Pit.

The 4 Worlds

  • World 1 — Ancient Gardens — a forest-themed beginner zone. Tutorialised difficulty curve, introduces all core mechanics. Pirabbid Plant mid-boss, Rabbid Kong final boss.
  • World 2 — Sherbet Desert — a frozen tundra zone. Introduces ice-floor mechanics, slippery cover, and the Phantom of the Bwahpera (the musical opera boss). Icicle Golem final boss.
  • World 3 — Spooky Trails — a haunted swamp zone. Introduces Peek-A-Boo enemies (invisible until adjacent), darkness mechanics, and ghost-themed encounters. Calavera boss encounter.
  • World 4 — Lava Pit — a volcanic island zone. Introduces lava-floor hazards, height-based combat, and Lava Queen final boss. Culminates in the Megabug encounter.

Worldwide Design Patterns

  • Hub overworld + battle pockets — each world has an explorable overworld (puzzles, treasure hunts, environmental storytelling) with battle encounters triggered at specific points.
  • Beep-0 puzzles — between combat, Beep-0 guides Mario’s team through environmental puzzles. Color-coded blocks, button-sequences, item retrieval.
  • Treasure caches — hidden side-paths reward exploration with weapon-purchase coin caches, weapon variants, and concept-art collectibles.
  • Easy/Normal/Hard difficulty — per-encounter difficulty selection. Higher difficulties scale enemy HP/AP and turn limits. The “Ultra Hard” mode (added DLC) is for endgame veterans.
Linear-but-SubstantialMario + Rabbids Kingdom Battle’s 4-world structure is a deliberate linearity choice. Each world is substantial — 6–8 hours of content each — but the campaign moves linearly through them without backtracking. This makes the game more accessible than open-world tactics (XCOM, etc.) where dozens of mission variants overwhelm new players. The 24–32 hour main campaign feels meaty without ever becoming overwhelming.

World 1 — Ancient Gardens

World 1 — Tutorial / Forest

Ancient Gardens

The Ancient Gardens is the introductory world — a corrupted version of Peach’s Castle gardens, overrun with Rabbid-fused enemies emerging from chrysalises. Visually evokes pre-N64 Mario aesthetics: stone arches, ornamental hedges, and broken statues of past Mario characters. The first world introduces every core combat mechanic: cover, dashes, team jumps, overwatch, and the basic enemy types.

Enemy Roster
Ziggy
Ziggy

Basic ranged attacker

Hopper
Hopper

Close-range melee strike

Smasher
Smasher

High-HP heavy attacker

Major Encounters
  • Pirabbid Plant — the mid-world boss. A Rabbid fused with a Piranha Plant. Uses spike-spam attacks and emerges from soil tiles around the arena. Tutorial boss — introduces the multi-phase pattern.
  • Rabbid Kong — the world finale boss. A Rabbid fused with Donkey Kong’s frame and aggression. The boss arena features destructible cover and Rabbid Kong’s ground-pound attack chain. Multi-phase encounter that uses every mechanic learned in the world.
World Mechanics Introduced
  • Basic combat tutorial — cover, attacks, dashes, team jumps.
  • Tower switches — Beep-0 puzzles that require routing routes via puzzle-button activations.
  • Coin treasure pickups — first encounter with the purple-coin currency for weapon shop purchases.

World 2 — Sherbet Desert

World 2 — Frozen Tundra

Sherbet Desert

The Sherbet Desert is the frozen tundra world — a corrupted version of an icy mountain region with ice-cream concept art aesthetics. Introduces ice-floor mechanics (where dashes slide further), slippery cover that breaks more easily, and the iconic Phantom of the Bwahpera mid-world boss — a musical opera-themed boss with one of the game’s most-celebrated boss-theme tracks.

Enemy Roster
Sherbet Ziggy
Sherbet Ziggy

Ranged ice-shot variant

Sherbet Hopper
Sherbet Hopper

Slide-jump melee

Sherbet Smasher
Sherbet Smasher

Snow-armoured heavy

Sherbet Supporter
Sherbet Supporter

Healer / buff enemy

Sherbet Buckler
Sherbet Buckler

Shield-bearing tank

Major Encounters
  • Phantom of the Bwahpera — the iconic musical boss. A Phantom-of-the-Opera-inspired Rabbid wearing a half-mask and operating a glowing pipe-organ that summons enemy minions. The boss arena is a opera-house stage, and the boss theme (composed by Grant Kirkhope as a full operatic piece, with vocals) became one of the most-quoted boss themes of 2017.
  • Icicle Golem — the world finale boss. A massive ice-construct with multi-phase damage states. Uses ice-floor mechanics aggressively — sliding heroes around the arena. Multi-phase encounter spanning ~20 minutes for veteran players.
World Mechanics Introduced
  • Ice-floor sliding — dashes and movement continue past their normal limit when on ice tiles. Tactical positioning takes on new dimensions.
  • Supporter/Buckler enemy types — introduces enemy variety beyond pure damage — healers and tanks must be prioritised differently.
  • Concept-art collectibles — fully-fledged side-content hunting, with the Sherbet Desert ice-pop concept art unlock being one of the most cherished cosmetic rewards.

World 3 — Spooky Trails

World 3 — Haunted Swamp

Spooky Trails

The Spooky Trails is the haunted swamp world — a graveyard / pumpkin-patch / spooky-forest setting with Beep-0-led environmental puzzles and ghost-themed encounters. Introduces Peek-A-Boo enemies (invisible until adjacent), Valkyrie aerial attackers, and darkness mechanics that obscure enemy positions on the map. Culminates in the Calavera boss encounter.

Enemy Roster
Spooky Ziggy
Spooky Ziggy

Spectral ranged

Spooky Hopper
Spooky Hopper

Ghost-jump melee

Spooky Smasher
Spooky Smasher

Tombstone heavy

Spooky Supporter
Spooky Supporter

Spectral healer

Spooky Valkyrie
Spooky Valkyrie

Aerial flyer

Peek-A-Boo
Peek-A-Boo

Invisible until close

Major Encounter — Calavera

Calavera is the Spooky Trails boss — a giant Day-of-the-Dead-themed Rabbid skeleton boss with multi-phase combat. The encounter takes place across multiple connected arenas, with Calavera teleporting between them. Heroes must track him through the map while managing his summoned minion waves.

World Mechanics Introduced
  • Peek-A-Boo enemy archetype — the first invisible enemy type. Map awareness becomes critical — enemies pop up adjacent to your heroes if you don’t scout carefully.
  • Valkyrie aerials — flying enemies that ignore terrain. Heroes must use ranged weapons and snipers to engage them effectively.
  • Tombstone cover — cover that crumbles after taking 2 hits instead of standard 3. Forces dynamic repositioning.
  • Darkness vision range limits — limited tile vision creates fog-of-war tension.

World 4 — Lava Pit

World 4 — Volcanic Endgame

Lava Pit

The Lava Pit is the final main-campaign world — a volcanic island setting with lava-flow hazards, height-based combat, and Bowser-themed callbacks throughout. Features the highest difficulty curve of the main 4 worlds, the Lava Queen boss (a Bowser-themed Rabbid queen), and culminates in the Megabug final encounter against the corrupted SupaMerge energy.

Enemy Roster
Lava Hopper
Lava Hopper

Magma-jump melee

Lava Smasher
Lava Smasher

Lava-armoured tank

Lava Valkyrie
Lava Valkyrie

Fire-attack flyer

Lava Buckler
Lava Buckler

Volcanic shield tank

Major Encounters
  • Lava Queen — the world-finale boss. A Rabbid fused with Bowser’s likeness, wielding a flaming whip. Multi-phase encounter with environmental fire-pillar attacks.
  • Megabug — the final main-campaign boss. The corrupted SupaMerge energy manifest as a swarming, multi-form entity. The boss encounter spans multiple combat phases against different Megabug forms.
World Mechanics Introduced
  • Lava floors — tiles that deal damage-per-turn. Positioning becomes a constant tactical decision.
  • Heat shimmer obscuration — distant tiles become harder to target as battle progresses.
  • Multi-tier encounters — the final encounters use elevation, with heroes positioned across multiple height-levels.
  • Endgame difficulty curve — Lava Pit encounters demand mastery of every previous mechanic, plus expert team composition and weapon optimisation.

Major Bosses

Mario + Rabbids Kingdom Battle features 5 major boss battles in the main campaign plus 1 additional DLC boss. Each boss is multi-phase with distinct attack patterns, summoned minion waves, and environmental hazards.

The 5 Main Bosses + Megabug Finale

World 1 Mid

Pirabbid Plant

Pirabbid Plant

The first boss — a Rabbid fused with a Piranha Plant. Tutorial boss introducing multi-phase pattern. Spike-spam attacks emerge from soil tiles around the arena.

World 1 Final

Rabbid Kong

Rabbid Kong

A Rabbid fused with Donkey Kong. Aggressive ground-pound attacks. Destructible cover throughout the arena.

World 2 Mid

Phantom of the Bwahpera

Phantom of the Bwahpera

The iconic musical boss — Phantom-of-the-Opera-themed Rabbid with a Grant Kirkhope full-operatic boss theme. Pipe-organ summons enemy minion waves.

World 2 Final

Icicle Golem

Icicle Golem

Massive ice-construct boss with multi-phase damage states. Aggressive use of ice-floor sliding mechanics.

World 3

Calavera

Calavera

Giant Day-of-the-Dead skeleton boss. Teleports between connected arenas, summoning minion waves at each location.

World 4

Lava Queen

Lava Queen

Bowser-themed Rabbid queen with flaming whip attacks. Environmental fire-pillar attacks across the arena.

Final Boss

Megabug

Megabug

The corrupted SupaMerge energy manifest as a swarming entity. Multi-form final encounter with shifting attack patterns across multiple phases.

Boss Variety — The Tactical ShowcaseEach MRKB boss is a deliberate showcase of different tactical mechanics. Pirabbid Plant teaches multi-phase patterns. Rabbid Kong showcases destructible cover. Phantom of the Bwahpera tests crowd management against summoned waves. Icicle Golem punishes poor ice-floor positioning. Calavera demands map awareness across arena teleports. Lava Queen stress-tests environmental hazard navigation. Megabug demands mastery of every mechanic. Each fight feels distinct — a notable achievement for a 30+ hour tactical RPG.

Enemy Types

Mario + Rabbids Kingdom Battle features a rich enemy roster scaling across the 4 worlds. Every enemy type appears in multiple world-themed variants, each adapted to that world’s aesthetic and combat mechanics.

Core Enemy Archetypes

  • Ziggy — the basic Rabbid grunt. Ranged blaster weapon. Low HP, low damage, found in all 4 worlds.
  • Hopper — close-range melee jumper. Uses Team-Jump-style traversal to close gaps quickly. Medium damage.
  • Smasher — high-HP heavy attacker. Slow but devastating melee. Tank role.
  • Supporter — enemy healer/buffer. Doesn’t attack directly but boosts allies. High-priority elimination target.
  • Buckler — shield-bearing tank. Reflects damage when hit from the front. Force positioning around them.
  • Valkyrie — flying enemy that ignores ground terrain. Long-range attacks.
  • Peek-A-Boo — invisible until adjacent. Tactical surprise threat.
  • Bwananas — DK Adventure DLC enemy type. Banana-themed Rabbid variants.

World-Variant Examples

Each archetype appears in 4 world-themed variants (Garden, Sherbet, Spooky, Lava). The Garden Ziggy looks rough-and-ready; the Sherbet Ziggy wears parka clothing; the Spooky Ziggy is spectral; the Lava Ziggy is wreathed in flame.

Garden Ziggy
Garden Ziggy
Sherbet Ziggy
Sherbet Ziggy
Spooky Ziggy
Spooky Ziggy
Spawny
Spawny — the rogue Rabbid (not an enemy, a narrative figure)
Visual-Mechanical CouplingThe world-variant enemy system is one of MRKB’s most underappreciated design successes. By giving each enemy type a distinctive look per world, Ubisoft Milan kept the visual variety high across 24–32 hours of content. A Spooky Ziggy is mechanically identical to a Garden Ziggy but looks completely different — so the player’s sense of environmental progression feels constant, even when fighting the “same” base enemy archetypes.

Donkey Kong Adventure DLC

DK Adventure promotional art
Donkey Kong Adventure DLC promotional artwork

The Donkey Kong Adventure DLC

Donkey Kong Adventure released on 26 June 2018 as a major paid DLC expansion ($14.99 USD / equivalent). The DLC adds an entirely new campaign island, two new playable heroes, multiple new enemy types, and a new boss — the equivalent of a standalone half-campaign’s worth of content.

New Heroes (2)

Donkey Kong

Donkey Kong

DLC HeroBanana-throw bombardment + Ground Pound AOE — the heavy bruiser

Rabbid Cranky

Rabbid Cranky

DLC HeroCane-based ranged + Stop Time — the grumpy elder support

Story

The DK Adventure story is set on a banana-themed island removed from the main campaign continuity. Spawny and Rabbid Kong (the World 1 boss) have escaped from the main campaign and reformed as Mega Rabbid Kong in an attempt to claim all the bananas on the island. Donkey Kong, alongside the returning Rabbid Peach (joining from the main campaign) and the new Rabbid Cranky character, must stop them.

The Mega Rabbid Kong Final Boss

Mega Rabbid Kong
Mega Rabbid Kong — the DLC final boss, an evolved form of the World 1 villain
Cranky and Beep-0
Rabbid Cranky and Beep-0 — the DLC partnership

DLC Features

  • Entirely new campaign island — ~8–10 hours of new content beyond the main game.
  • 2 new playable heroes — Donkey Kong and Rabbid Cranky, both with full weapon/skill trees.
  • Returning Rabbid Peach — the only “carry-over” hero from the main campaign. Continues her selfie-stick / Bodyguard / healer arc.
  • New enemy variants — Banana-themed (Bwananas) variants of every existing archetype.
  • Mega Rabbid Kong final boss — the evolved-form bonus boss, building on Rabbid Kong’s World 1 design.
  • Banana Republic island theme — lush tropical island with banana-tree mechanics and platforming-style overworld puzzles.
DK Adventure — The Best Mario DLC of 2018Donkey Kong Adventure was the highest-rated single-game DLC release of 2018 across multiple aggregator sites. The combination of a fully-developed new island, two genuinely distinct new playable heroes (each with unique tactical roles), and the satisfying narrative continuation involving Spawny and Rabbid Kong made it feel like a full-on expansion rather than a token DLC. Reviewers consistently cited it as essential for fans of the base game.

The Soliani Story

The story of director Davide Soliani became inseparable from the game’s public reception. Soliani is the lead director of Ubisoft Milan, the studio that ultimately delivered Mario + Rabbids Kingdom Battle.

The Tearful E3 2017 Moment

During Ubisoft’s E3 2017 press conference on June 12, 2017, Davide Soliani took the stage to present the game alongside Shigeru Miyamoto. The presentation included an extended live gameplay demonstration and a public statement from Miyamoto endorsing the project.

Toward the end of the presentation, Soliani became visibly emotional. Standing alongside Miyamoto (whose work he had idolized since childhood), Soliani cried on stage, overwhelmed by the moment. The cameras captured Miyamoto warmly comforting him.

The moment went immediately viral across gaming media. “Soliani crying with Miyamoto” became one of the most-shared E3 2017 highlights, attracting attention not just from gaming press but from mainstream outlets. The emotional vulnerability gave the project a human face that completely changed its public perception.

The Subtext of the Story

Davide Soliani had spent his entire game-development career trying to make a Mario game. Multiple pitches in earlier years had been rejected. Mario + Rabbids Kingdom Battle was, for him, the culmination of a lifelong dream — to direct an officially-licensed Mario title alongside the Mario series’ creator.

His E3 2017 emotional moment became symbolic of the broader Italian developer community’s relationship with Nintendo — a community that had idolised Mario as the franchise of a beloved Italian immigrant character but had never been “let in” to the actual development. Soliani’s success cracked that door open.

Aftermath

Soliani has returned to direct Mario + Rabbids Sparks of Hope (2022), the sequel. He has become one of the most recognised game directors in the Italian developer community, regularly speaking at conferences and game-industry events. His role as a bridge between Nintendo and Ubisoft’s Italian operations is now established and ongoing.

The Moment That Sold the GameThe Soliani crying moment did more for Mario + Rabbids Kingdom Battle’s pre-launch reception than any marketing campaign could have. It transformed public perception from “skeptical of yet-another-licensed-crossover” to “we want this man to succeed.” When the game launched with strong reviews two months later, the goodwill was already there. Soliani’s emotional vulnerability was the human element that bridged the gap between corporate licensing deal and creator-driven labour of love.

Grant Kirkhope Music

Grant Kirkhope composed the original score for Mario + Rabbids Kingdom Battle — his most prominent video game soundtrack since the late-1990s Rare Studio era. The Kirkhope soundtrack contributed substantially to the game’s critical acclaim.

Kirkhope’s Career Context

Grant Kirkhope is best known as the composer of several legendary Rare Studio Nintendo 64 titles:

  • Banjo-Kazooie (N64, 1998) — the seminal Rare platformer soundtrack.
  • GoldenEye 007 (N64, 1997) — contributed several tracks to the iconic shooter.
  • Donkey Kong 64 (N64, 1999) — including the infamous “DK Rap.”
  • Banjo-Tooie (N64, 2000) — the sequel soundtrack.
  • Perfect Dark (N64, 2000) — contributed to the Rare spy shooter.
  • Viva Piñata (Xbox 360, 2006) — the Rare colony-builder soundtrack.

Kirkhope left Rare after Microsoft’s acquisition and has worked as a freelance composer since the late 2000s. Mario + Rabbids Kingdom Battle was his most high-profile project in nearly a decade.

Standout MRKB Tracks

  • “Phantom of the Bwahpera” — the iconic World 2 boss theme. A full operatic piece with vocals, performed in a Phantom-of-the-Opera style. Became one of the most-quoted boss themes of 2017 across gaming media.
  • Ancient Gardens Theme — the introductory world theme. Blends Mario nostalgia with new orchestral arrangement.
  • Sherbet Desert Theme — the frozen-tundra world theme. Atmospheric and chill.
  • Spooky Trails Theme — the haunted-swamp theme. Eerie strings and percussion.
  • Lava Pit Theme — the volcanic-finale theme. Intense, brass-heavy escalation.
  • Megabug battle theme — the final boss theme with multiple phases reflecting the encounter’s shifts.
  • Beep-0’s overworld theme — the overworld-exploration ambient track. Mario-cute and gentle.
Soundtrack Mario art
Mario soundtrack album artwork
Soundtrack Rabbid Mario art
Rabbid Mario soundtrack art — chaotic energy
Soundtrack Rabbid Luigi art
Rabbid Luigi soundtrack art — cowardly bunny chic
“Phantom of the Bwahpera” — The 2017 Gaming Music MomentThe Phantom of the Bwahpera boss theme became one of the most-discussed video game music moments of 2017. Grant Kirkhope wrote a full operatic piece for the encounter, with vocal performances in a Phantom-of-the-Opera style. The track’s combination of memorable melody, surprising production scale, and perfect tonal fit for the boss made it the single-most-quoted music track from the game. It has been covered, performed, and remixed by fan musicians extensively.

Videos & Trailers

Six verified official Ubisoft / Nintendo trailers covering Mario + Rabbids Kingdom Battle from E3 2017 reveal through DK Adventure DLC launch.

E3 2017 Announcement Trailer (Ubisoft NA) — the iconic reveal
E3 2017 Reveal Trailer — the Ubisoft press conference debut
Davide Soliani Director Interview — the famous director-with-Miyamoto moment captured in conversation
Accolade Launch Trailer — the post-launch critical-reception trailer with review snippets
Donkey Kong Reveal Trailer — announcing the DLC expansion (January 2018)
DK Adventure DLC Launch Trailer — the June 2018 expansion drop

Other Marketing

  • Regional launch variants — German, French, Italian, Spanish, Korean variants of the launch trailer were released for individual markets.
  • Nintendo Direct features — Nintendo highlighted MRKB in multiple Nintendo Direct presentations leading to launch and DLC release.
  • Cross-promotional content — Rabbid Peach received her own dedicated Twitter and Instagram accounts run by Ubisoft, building character recognition.
  • Soundtrack release — Grant Kirkhope’s score was released on streaming services. The “Phantom of the Bwahpera” track went viral organically.

Reception

Mario + Rabbids Kingdom Battle launched on 29 August 2017 to strong critical reception — Metacritic 85, IGN 9.0/10, Game Informer 9.0/10, Nintendo Life 9/10, GameSpot 9/10, Eurogamer “Recommended” — with universal praise for the unlikely crossover, deep tactical combat, distinct hero identities, Grant Kirkhope soundtrack, and Davide Soliani’s directorial vision.

Acclaim

  • Tactical RPG depth in a Mario game — universally praised. Reviewers cited the XCOM-inspired combat as far deeper than any Mario game had ever attempted.
  • Hero variety and identity — the 8-hero roster (4 Mario + 4 Rabbid) was praised for unique tactical roles. Each hero played meaningfully differently.
  • The crossover surprisingly works — reviewers nearly unanimously remarked that the Mario × Rabbids fusion was tonally cohesive despite expectations.
  • Grant Kirkhope soundtrack — the “Phantom of the Bwahpera” theme became a defining single-track moment of 2017 in gaming.
  • Davide Soliani direction — critics highlighted the auteur direction. Soliani became one of the most-discussed directors of 2017.
  • Comedy timing — Rabbid character beats (particularly Rabbid Peach’s selfie-stick gags) were praised as well-timed and not over-relied-upon.
  • Accessibility on Switch — reviewers noted the game ran beautifully in portable mode, making it the first tactical-RPG truly playable on a handheld since the GBA era.

Criticisms

  • Difficulty curve uneven — some reviewers found the difficulty inconsistent. World 2 spikes harder than World 3, then World 4 spikes again.
  • Beep-0 dialogue can grate — the helper character’s frequent commentary received mixed reactions.
  • Story is thin — while the gameplay is deep, the narrative is light. Some reviewers wanted more depth from the antagonist arc.
  • Backtracking limited — the linear progression means no late-game backtracking to earlier worlds, missing some optimisation depth.
  • Weapon system shallow at endgame — weapon variants become same-y after the mid-game when all the major Super Effects have been unlocked.
The Switch’s Best 2017 Third-Party GameCritical reception positioned Mario + Rabbids Kingdom Battle as one of the best Switch launches of the entire 2017 platform launch year, alongside Breath of the Wild and Super Mario Odyssey. The 85 Metacritic is the high-water mark for any Ubisoft Mario crossover and one of the strongest Switch third-party scores of all time. Game of the Year nominations at multiple ceremonies validated the project critically.

Sales & Legacy

Sales Performance

  • Launch week (Aug 29–Sept 4, 2017) — #1 in UK launch week; top 5 in US debut; strong Japan launch.
  • End of December 2017 — ~1.5 million copies sold worldwide in first 4 months.
  • End of March 2018 — ~2 million copies. Strong sustained sales.
  • Mid-2018 — Ubisoft reported MRKB as their best-selling Switch title.
  • End of 2019 — ~5 million copies.
  • End of 2022 (lifetime per Ubisoft reports) — over 10 million copies sold. Among the highest-selling third-party Switch titles of all time.

Context

For franchise context: Mario + Rabbids Kingdom Battle is the best-selling Rabbids game ever made (the previous best, Rabbids Go Home Wii, sold ~3M). It dramatically outperformed Ubisoft’s pre-launch internal expectations, which had targeted ~3M lifetime as a “great result.”

Compared to other Switch third-party tactical RPGs: MRKB ~10M lifetime is far above Fire Emblem: Three Houses (~3M, Nintendo first-party), XCOM 2 Switch port (~1M), Wargroove (~500k), and on par with Pokémon Snap remake (~2M) and the highest-selling Pokémon mainline entries.

Industry Impact

  • Mario + Rabbids Sparks of Hope (2022) was directly greenlit by Mario + Rabbids Kingdom Battle’s success. Sparks of Hope launched 5 years later and continued the franchise.
  • Rabbid Peach became a Ubisoft franchise mascot independent of the Mario crossover, appearing in promotional content across Ubisoft’s portfolio.
  • Davide Soliani’s career — the success made him a recognised director in the industry, with his name attached to multiple subsequent Ubisoft Italy projects.
  • Nintendo-Ubisoft partnership — the success cemented the Nintendo-Ubisoft partnership and led to expanded Switch third-party support from Ubisoft.
10M+ Lifetime — The Crossover VindicationAt 10M+ lifetime sales, Mario + Rabbids Kingdom Battle is one of the most commercially successful third-party crossover games in console history. The combination of strong critical reception (85 Metacritic), franchise mascot creation (Rabbid Peach), Grant Kirkhope soundtrack cultural moment (“Phantom of the Bwahpera”), and director-led emotional marketing (Soliani at E3) all combined to create a game that vastly exceeded its commercial expectations. A vindication of the Nintendo-Ubisoft partnership and the third-party tactical-RPG genre on Switch.

Trivia & Facts

  • First mainline Mario game predominantly developed by an Italian studio — Ubisoft Milan led development. Davide Soliani directed.
  • 10+ million copies sold lifetime — the best-selling Rabbids game ever, vastly exceeding the previous franchise high.
  • The leaked pre-release artwork caused massive internet backlash one month before E3 2017 reveal. Released artwork showed the same heroes wielding blaster weapons — the negative response was completely reversed by the actual E3 reveal.
  • Davide Soliani tearfully presented the game at E3 2017 alongside Shigeru Miyamoto. The moment became viral and is now iconic in E3 history.
  • The Mario × Rabbids crossover began at Ubisoft Paris in 2010 as an action-adventure pitch — Nintendo rejected the original concept. The tactical-RPG reinvention by Ubisoft Milan in 2014 won approval.
  • Grant Kirkhope composed the score — his most prominent video game soundtrack since the Rare Studio late-1990s era (Banjo-Kazooie, GoldenEye 007).
  • “Phantom of the Bwahpera” boss theme became one of the most-shared video game music moments of 2017 — a full operatic piece with vocals.
  • Rabbid Peach emerged as the breakout character. She received her own dedicated Twitter and Instagram accounts. She would become a franchise mascot independent of the Mario crossover.
  • The opening sequence references Far Cry 4 — Genius Girl opens a magazine showing herself in a posture referencing Pagan Min, the antagonist of Ubisoft’s Far Cry 4 (from that game’s box art).
  • The E3 trailer song was “It’s All for Rock N’ Roll” by Airbourne — an unusual choice that contributed to the trailer’s memorability.
  • Beep-0’s name is a reference to the “beep” sounds early Mario-franchise robots made (Robotnik’s machines, NES-era processors). The robot was a deliberate Mario homage.
  • Mario + Rabbids Kingdom Battle is the first turn-based tactics game in the Super Mario franchise. Previous tactics-adjacent Mario titles (Super Mario RPG, Paper Mario, Mario & Luigi RPG) were action-RPGs, not tactical-strategy games.
  • Donkey Kong Adventure DLC released 10 months after launch and added 2 new playable heroes (DK and Rabbid Cranky), a new island, and the Mega Rabbid Kong final boss.
  • Mario + Rabbids Sparks of Hope (2022) is the sequel, directed by Davide Soliani again. Released 5 years after Kingdom Battle.
  • The game won numerous awards — including the BAFTA Games Award for Best Game Beyond Entertainment 2018, Game Awards Best Family Game 2017 nomination, and Develop Awards Best New IP 2017.

Reference / Information