Mario + Rabbids Kingdom Battle
| Mario + Rabbids Kingdom Battle |
|---|
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Developers: Ubisoft San Francisco,
Ubisoft Milan,
Ubisoft Paris,
Ubisoft Montpellier,
Ubisoft
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| To do: Deserialize the binary C++ scripts. There's MANY. |
Mario + Rabbids Kingdom Battle is a, shall we say,... unexpected crossover between Nintendo's Mario and Ubisoft's Rabbids franchises, which takes the form of a turn-based tactical RPG a la the X-COM series. Despite the odd crossover idea, the game did rather well with audiences and critics alike. It was also Ubisoft's first Switch-exclusive game to use the Snowdrop Engine, the first time the engine was ever used on a Nintendo platform.
Contents
Sub-Pages
| Prototype Info |
| Unused Textures Crude placeholders as far as the eye can see. |
Unused Models
Bwapeach
An early base design for the Lava Queen known as chr_enm_bwapeach_tpose_01 can be found in moria\sdf\nx\data\moria\baked\art\animation\01-chr\03-enm\bwapeach.
The model features hair different from the final Lava Queen design, and lacks many of the Lava Queen's defining features, such as her horned helmet, cape and gloves.
Unused Polish Localization
Among folders containing the files corresponding to the game's selectable languages (English, French, Italian, German, Spanish, Dutch, Russian, Simplified Chinese, Traditional Chinese, and for the Japanese version, Japanese) is a folder for Polish, which contains a more-or-less complete localization for the base game and some preliminary localization work for the third DLC. Notably, this was the first and at the time only official localization of a Mario game into Polish, as Nintendo had yet to localize games into that language themselves, with it not even being a selectable language option on their systems prior to the Nintendo Switch 2 adding partial support for it in a firmware update, and it subsequently being announced that Mario Kart World and Donkey Kong Bananza would have Polish localizations added in an early-2026 update. Even if the game is played on a Nintendo Switch 2 set to Polish, though, these localization files will not be loaded, as they were effectively dummied out, and the game was obviously not coded with the Nintendo Switch 2 and its eventual Polish language option in mind, predating them both by more or less eight years.
Debugging Content
| To do: Figure out how to enable them. |
Many files in the game are named and have debug in the file content. Functions are:
- TOGGLE_FREE_CAMERA: Toggles a free camera, sends /console Moria.Camera.ToggleFreeCamera to the in-game console.
- Teleport To Camera: Teleports the team to the camera position.
- LockFreeCamera: Locks the free camera, sends /console Moria.Camera.LockFreeCamera to the in-game console.
- Toggle Unlimited Ammo: Gives the player unlimited ammo, sends /console Moria.Ammo.UnlimitedAmmo to the in-game console.
- Add Ammo Clip: Unknown.
- Toggle Invulnerable Mode: Makes the team and AIs(?) invulnerable.
- Toggle God Mode: Toggles God Mode(?).
- Toggle No Aggro Mode: Toggles No Aggro Mode.
- Unstuck: Unknown.
- Toggle Ghost Camera: Toggles AI cameras?
- DEBUG_TOGGLE_PAUSE: Toggles pausing, can affect cinematics and menus.
- DebugTeleport: Unknown, likely teleports the team.
- DebugAnim: View animations?
- DebugStartGame Starts game.
- DebugStopWinCombat: Terminates a battle with a forced win factor.
- DebugStopLoseCombat: Terminates a battle with a forced lose factor.
- DebugFMFreeze: Unknown, Free Movement freeze?
- DebugPlaytestFeedback: Playtesting feedback for Debug.
- DebugPlaytestFeedbackExit: Exiting playtesting feedback for Debug.
- DebugPlaytestFeedback_TooEasy: Responding with "Too Easy" to the playtesting feedback for Debug.
- DebugPlaytestFeedback_TooHard: Responding with "Too Hard" to the playtesting feedback for Debug.
- DebugCinematicSkip: Skips the cutscene.
- DebugAmiiboUnlock: Unlocks amiibos.
| To do: Check all updates for some likely added in multiple. |
As of the updates, a few more were added.
- DebugPuzzleSkip: Skips the current puzzle.
- DebugAddGoldCoins: Adds an unknown amount of coins to the current balance, also usable as a UI action, hardcoded.
- DebugAddOrbCoins: Adds an unknown amount of experience orbs to the current balance, also usable as a UI action, hardcoded.
Internal Project Names
The game went with multiple mainly, Moria, given by the directory going by the name and many other references in files. rr5 is another relating to a string in the game executable, likely meaning Raving Rabbids (project/game) 5, relating to originally being the 5th game in the series, despite Rabbids Land came out earlier as rr6, suggesting this title was delayed in the Wii U era. The last one mentioned in files is RKB, which is unsurprisingly short for likely Rabbids Kingdom Battle.
| Release | Text |
|---|---|
| Base | Built by rr5.buildfarm/PDC-BLD-481 |
| 1.9.58692 | Built by rr5.buildfarm/PDC-BLD-522 |
Leftover Tom Clancy's The Division Data
Many files mention rouge and directories, which is the internal name for that game, meaning the game was likely built off a build of that game.
Developer Text
| To do: Sort through them. |
TEMP - TEMP - TEMP - This is a horrible hack and absolutely must be fixed YTriangle Hold Down I changed this text value in Oasis>>not used in RKB ? placeholder placeholderText |emptyplaceholderText| asd Good morning placeholder Do Not Use Test To Be Approved Work in Progress Map Type (Determines Compression) DO NOT SENT IN TRANSLATION AS OF NOW Placeholder UNUSED text DO NOT TRANSLATE
//does anyone know why this file is in here?
moria/game system data/fruit/team/team_settings.fruit has this note.
DO NOT DELETE THIS PLEASE!! This file is here in order to make the DLC discovery system work, since it needs at least a reference to a "retail" juice in the gameroot.
A note in various scripting files.
Unused Code
PVP Code
Present in the base game is a call loading a spawn location file for PVP which was later added in a semi-recent update, most likely Ubisoft was internally working on the PVP mode since Day 1!
file PVP ./spawnlocations/pvp-spawnlocations.juice
Revive Mechanic
| To do: Is this leftover from that other or specific to this game? |
Present in moria/game system data/team/techniquesettings/techniqueparameters.fruit is a revival function.
bool myRevive FALSE < tooltip="can revive dead characters">
Unused Music
The Phantom's song in this game has three verses in the files, but only the first and last are played in-game. The second one has the Phantom talk about how Mario and co's attacks are ineffective against him, and was presumably going to play before the party figured out his weakness in the boss battle. According to an interview by Grant Kirkhope, the game's composer, the second verse was scrapped because the devs didn't have time to animate it in-game.
Development Leftovers
Compilation Logs
The first three DLC packs have a few compilation logs from internal development, relating to packing the assets.
| Download Mario + Rabbids Kingdom Battle DLC Compilation Logs
File: MRKB_DLCLogFiles.zip (78 KB) (info)
|
PSD in Donkey Kong DLC
| To do: Look at the metadata fully, also this. |
fxsanddust02_4x2_d's source texture file is present. It suggests that the texture was created on March 10th of 2010 at 1:56 AM + 12 seconds and modified on March 5th of 2016 at 8:05 AM + 56 seconds.
Internal Character Names
| Internal name | In-game name |
|---|---|
| bwapeach | Rabbid Peach |
| bwario | Rabbid Wario |
| bwaluigi | Rabbid Waluigi |
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