Otani: Up until now, a lot of the music in our series has leaned heavily on piano melodies. This time around, we decided to shake things up a bit. We asked the composer to incorporate wind instruments and evoke more emotion, then let him run with it.
Ohashi: Creating the music turned into quite the challenge for us. We found ourselves sitting down with Sakamoto-san every week, asking each other, “What exactly does ‘Mario & Luigi-like’ sound like, anyway?” (Chuckles) In the end, we picked instruments that felt right for Mario & Luigi and trimmed them down to really capture that essence. Think tropical steelpans, lively brass bands, and accordions…
Otani: Once we refined our instrument choices, everything began to fit the iconic style of the series. Even though “Mario & Luigi-like” is hard to pin down, my guiding star was always whether it matched the characters’ in-game antics. The end result? A soundtrack brimming with fantastic music.
It’s impressive how much attention went into creating unique pieces for different scenes. Usually, we craft a handful of versatile tracks—one for battles, another for boss fights, and so on. But this time, each cutscene got its own specially tailored music.
Ohashi: For this project, music came after the scenes were laid out. Sakamoto-san composed each piece after seeing how one scene transitioned to the next. And for those high-stakes moments, we worked closely together to set the right tone.
Otani: As the story unfolds, the music and narrative really start to click. There are over 100 tracks, and each one is a hit. I honestly need this soundtrack for myself! (Laughs)
Ohashi: Typical tracks wouldn’t have captured the depth of these cutscenes. I personally felt the scenes were crafted exceptionally well, and thought they’d be even more impactful with tailored scores. That’s why we added another 40 tracks to the original 60. (Laughs)
Okay, but what about the schedule?
Everyone: (Laughs)
Fukushima: We had a tight timeline, for sure. But the more energy we poured in, the more we got caught up in it. Ultimately, recording a live performance made the music even richer.
Otani: What makes this game truly feel “Mario & Luigi-like” is the commitment and detailed research from Acquire. We wanted to take it up a notch, so we brought in past contributors from AlphaDream who had shaped the Mario & Luigi universe—the director, the game world manager, even the battle director. We also had Maekawa-san, formerly of AlphaDream and deeply involved with the series, oversee the project. This collaboration definitely intensified the game’s signature vibe.
Ohashi: It was an educational journey for us. We certainly didn’t want fans of the series to feel out of place with this new installment.
While the story is important in an RPG, finding the right balance in gameplay is also essential, right?
Ohashi: As we were wrapping up development, Fukushima-san was in constant communication with the battle system team.
Fukushima: Previous entries in the series utilized a badge system for battles. When the gauge filled up, you could use the badge, but once it depleted, there was a waiting period before using it again. Some players used them sparingly, saving them for critical moments like boss fights.
This time, we aimed for a more relaxed approach, partnering with Acquire to develop the Battle Plug system. This aligns with the game’s overall theme. Instead of badges, players equip Battle Plugs. Most plugs have noticeable effects on regular actions, changing them slightly or adding extras.
Otani: Balancing all these combinations was definitely a challenge.
Fukushima: Tell me about it! (Laughs) With more than 40 Battle Plugs available, the number of combinations is virtually limitless. We wanted it to be user-friendly rather than forcing players into complex strategies and calculations. This way, even newcomers and younger players can enjoy experimenting with the plugs.
Ohashi: It’s a treat to discover not just what each plug does, but the cool synergies when you mix them.
Fukushima: Players develop their own styles, like using offensive plugs to dole out massive damage or defensive ones to recuperate and counterattack. Each plug runs out after some use, so during its recharge, switching them up can lead you to your preferred combos.
Furuta: I’ve got a thing for the Iron Ball plugs in combat! On its own, the Surprise Iron Ball plug drops a single ball. But, mash it with a Kaboom Attack, and you’ve got multiple balls falling on enemies. Equip two Surprise Iron Ball plugs, and those balls not only get bigger, but also collapse more foes when paired with Kaboom. It’s super intuitive and a blast to use.