Talk:Mario & Luigi: Dream Team

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Mario & Luigi: Dream Team Discussion Archives

Stache Points upon Level Up[edit]

The Diferences from Past Games section of this article states that this game is the first and only game so far in which Stache points do not increase automatically during Level Up. That is false, at least in North America. This game is actually the second game in which Stache points do not increase automatically during Level Up. The first is Mario & Luigi: Partners in Time.

— The preceding unsigned comment was added by 184.97.65.101 (talk).

I agree with this, im in Australia and the stache stat in my copys do not level up from partners in time and so on. - Cubeguy2ver.pngCubeguy(talk)
My mistake, havent played PiT and assumed that because BiS had it then PiT would have it too :/ PPLToast (talk) 09:44, 11 September 2013 (EDT)

What does 'level' mean for enemies?[edit]

I've seen it on quite a few articles now, but it doesn't really make much sense to be honest. Does it refer to what level you need to be to easily beat them? Recommended level according to the strategy guide? Some objective scale of enemy/boss strength?

And do Battle Ring opponents have a higher 'level' than normal ones?

cheat-master30

Basically, according to the Prima's guide, it's the enemy's level. Yeah, it doesn't make much sense to me, either, and I have no idea how any player would even be aware of that tidbit without the use of the guide. Could be a subtle way of recommending players to reach the enemy's level for an easier fight (and yes, Battle Ring bosses have higher levels)? --Zootalo (talk) 18:53, 4 September 2013 (EDT)
Thanks. Maybe I should now work out how stats really work too, by taking damage from a bunch of Battle Ring bosses, then writing down the numbers and comparing them to Mario/Luigi's defence stats. Cause to be honest, none of these stat numbers seem to add up.

cheat-master30

Is enemy counter attack timing changed in Hard Mode?[edit]

I read somewhere before that it is, and I'm wondering whether that's the reason I'm having so much trouble fighting certain bosses (like Earthwake) in the Hard Mode Battle Ring. I suspect the Hard Mode counter 'timing' isn't 'when his eyes flash' any more, but I need some confirmation.

cheat-master30

It is, but only for giant battles. Cobalt David (talk) 12:49, February 24, 2021 (EST)

Dreamy Bowser e Dreamy enemies[edit]

I have noticed that if you lose during the battle with Bowser Dreamy decided to try again, you can select the block of suggestions. One of the tips about the attacks of the boss reveals the name of the attack that consists in evoking the dremy enemies. Being an Italian user do not know the English name. If there is, we should not create a page and put there the statistics on the various enemies who holds sole instead of clogging up the page of Dreamy Bowser?--Sonic98 (talk) 07:58, 6 September 2013 (EDT)

Re-writing Story[edit]

I am currently re-writing the story, so if anyone else was thinking about it just to let you know you don't need to. MolotovMan (talk) 15:04, 11 September 2013 (EDT)

Gold Beanies and Luiginary Flame[edit]

Why are Gold Beanies immune to this again? Every time I use the attack perfectly (with an Excellent) it does zero damage against one. But somehow, they're both the only creatures in the game immune to it and only immune to this one attack.

Did something change in development or something?

cheat-master30

Minor Sort "Glitch"[edit]

For the curious: on a previous playthrough of this game, I noticed that when I gave Luigi his second Gear Slot +1 upgrade while I had an accessory in his fourth gear slot, the gloves section ended up being the last slot instead, and yet this issue didn't occur with Mario.

Luigi: Boots > Hammers > Wear > Accessories > Gloves

Mario: Boots > Hammers > Wear > Gloves > Accessories

During the second playthrough, I had both brothers wearing gloves on the fourth slot while selecting the Gear Slot +1 upgrades when they reached Flower Rank, and this issue never happened. Anyone noticed this before? --Zootalo (talk) 21:42, 16 September 2013 (EDT)

A bit of Trivia[edit]

I don't know if you guys have this on the trivia, but on the title screen, if you touch Luigi's cap, then you can start messing with his face, just like in the dreamy worlds.--Mariobro101 (talk) 19:18, 22 September 2013 (EDT)

Save Blocks for Block Recovery %[edit]

I've read somewhere that hitting Save Blocks counts toward the Block Recovery % at the end of the game. Is this true? --Zootalo (talk) 15:45, 24 September 2013 (EDT)

About one point of Trivia[edit]

As far as I can see it, this wiki lists the game as the second 3DS-game that received a patch - which is, as far as I'm concerned, not correct (besides Mario Kart 7, Devil Survivor:Overclocked also received a patch in Europe before Dream Team was even released, and I'm not certain whether it is the only game that received a patch in between those two). The question is - should this point of trivia therefore be omitted, or should it be fixed to say that it is the second Mario 3DS-game to receive a patch? Any opinions on that one? DavisWTG (talk) 08:40, 11 March 2014 (EDT)

I removed it. How about Pokémon X Lumiouse City major glitch? Artwork of Yoshi in a ringTSUNAMIArtwork of Plessie with the four playable characters, from Super Mario 3D World.

Damage formula/stats[edit]

In Talk:Mario & Luigi: Dream Team/Archive 1#How stats work, we know that in Superstar Saga, the damage formula is like this:
0.4 × POW - 0.2 × DEF

And according to this, the formula in Partners in Time and Bowser's Inside Story is:
POW × Level ÷ DEF × Attack Constant

How about Dream Team's?

--UntergangerPlus (talk) 00:25, 28 July 2014 (EDT)UntergangerPlus

We still don't know Unter, we still don't know. How can't someone find it already? --Carlos M (talk) 07:40, 2 June 2018 (EDT)

Another Difference from Mario & Luigi games[edit]

This is the only Mario & Luigi game not to have a disease or condition be important to the main story. Superstar Saga had Bean Fever, Partners in Time had Shroomshock, and Bowser's Inside Story had the Blorbs. Dream Team had no illness or condition of any kind. Can somebody add that, because I can't edit this page. Madz the Penguin (talk) 14:35, 1 November 2014 (EDT)

Zeekeeper[edit]

Will someone please put Zeekeeper in the playable characters because you control him in the Zee Egg Bros. Attack? I can't because i'm not a user. 98.16.11.4 14:51, 22 January 2015 (EST)

For a character to be considered playable in this context, they'd have to have a detailed control scheme, and appear for much longer than the length of an animation for a special attack that isn't mandatory to complete the game - or so I imagine anyway. ExdeathIcon.png Lord G. matters. ExdeathIcon.png 16:23, 22 January 2015 (EST)

Yes, I see. 98.16.11.4 20:39, 23 January 2015 (EST)

Mad Skillathon/Bros Attack Training Bots[edit]

Should I make a page for those things? They have different patterns and technically act as sort of enemies, but I have no idea what they're called or what they'd go under category wise.

They're the red/pink robots in this video:

https://www.youtube.com/watch?v=RI749lxrNTA

cheat-master30

Separate Luiginary Works or make its own article[edit]

The Luiginary Works seem to be better on it's own page. If the Luiginary Generator has its own page, Luiginary Works should have its own page. This file has been tagged as one of the personal files attributed to Luigi86101.Luigi86101 This file has been tagged as one of the personal files attributed to Luigi86101. 17:37, 20 March 2016 (EDT)

Character in Dreamy Wakeport[edit]

Big Massif's disguise was actually a tour center operator, who was the referee. Call the disguise "tour center operator". Please.

— The preceding unsigned comment was added by 107.4.8.129 (talk).

Split Mad Skillathon?[edit]

Not gonna make a formal proposal for this yet, but I feel that having the Mad Skillathon covered on this article is just wrong. The Gauntlet has its own article, and even the Attackathon has a more specific article that covers all of Paper Jam's minigames (with an ongoing proposal to split it from that, even). So why does the Mad Skillathon share an article with the game itself? It's not even fully covered in the Wakeport article! -YFJ (talk · edits) 11:55, May 9, 2019 (EDT)

I'd support it. --Green Yoshi FanOfYoshi at 11:58, May 9, 2019 (EDT)

If anyone more would like to comment on this matter, please do so. Otherwise I will be starting a proposal to deal with this matter. -YFJ (talk · edits) 18:25, May 21, 2019 (EDT)

Let's get some consensus first. --Green Yoshi FanOfYoshi at 14:40, May 22, 2019 (EDT)
I very much support this split. It makes no sense that these are merged. Scrooge200 (talk) PMCS Mustard Cafe Sign.png 15:49, May 22, 2019 (EDT)
I think it would only make sense to split it if we already have articles on The Gauntlet and the Attackathon. Obsessive Mario Fan (talk) 18:05, May 22, 2019 (EDT)

I think Luiginary attacks should be split into its own article as well Best Fitness Friends (talk) 21:58, May 23, 2019 (EDT)

True, tbh. -YFJ (talk · edits) 22:13, May 23, 2019 (EDT)

I went ahead and split Mad Skillathon, and I plan to do the same with Luiginary Attack. -YFJ (talk · edits) 15:30, May 30, 2019 (EDT)

Enemy Health[edit]

How can you tell how much health an enemy has? There is no health bar for enemies, so when I fight one, I can't tell how much health it has CBFan5 (talk)CBFan5

There isn't a way to see their health in-game. I think the HP numbers we have here are either taken from a strategy guide or from hacking. The latter was what someone told me when I asked before. Keyblade Master (talk)

Another Difference[edit]

I found out that starting with this game, the battle block for "Jump" has a boot in place of the upward facing arrow, like in the Paper Mario series. Can someone please add that difference?

Please.

— The preceding unsigned comment was added by 73.144.168.60 (talk).

Added it. Zero Suit Samus costume pose in Super Mario Maker Mario JC 05:09, March 8, 2022 (EST)

Bosses[edit]

I would like everyone to watch this video: [1] This is because the tutorial fight with Antasma, Smoldergiest, Dreamy Mario, Heavy Zest, Sorrow Fist, Thunder Sass, Beef Cloud, the Fly Guy R thrives, and the first two fights with Kamek are not considered bosses. Is the video correct or not? 68.36.158.225 18:55, April 11, 2024 (EDT)

That video alone is a pretty flimsy way to determine what is a mini boss and what's not, you're only calling these bosses "mini" just because they're not in that one video (not to mention many other "all bosses" videos on YouTube do include those bosses). The game itself treats these bosses like any other battle in the game with the boss intro screen and boss music; the exception of a boss being the Fly Guy R thieves which are still regular enemies with boss atmosphere like Kingdom Hearts does many times. Mario jumping Nightwicked Bowser Bowser emblem from Mario Kart 8 12:24, April 19, 2024 (EDT)

Use the term "Device"?[edit]

Prize Block from Super Mario World This talk page or section has a conflict or question that must be answered. Please try to help and resolve the issue by leaving a comment.

So I was looking at the digital manual for this game, as wiki editors are wont to do, and I noticed that the page for field gameplay said that a section for field gameplay assigned the term "Device" to a Seesaw Mushroom. Sadly, the description assigned to the label is kind of useless, being that it is "You'll find all kinds!" But in any case, it seems rather clear cut given what patterns Dream Team has with its mechanics. The Gonzola, Drilldigger, and the rail based platform of Somnom Woods all seem to be of this group. Should we call objects that can forcefully end Bros. Moves, excluding petrified Pi'illos and Dreampoints, devices? Or is this too much of a hunch without enough evidence to back it up? Salmancer (talk) 19:13, May 29, 2025 (EDT)

Too much of a hunch. If all we have to go off of is a generic label that doesn't tell us anything, we shouldn't be making assumptions. PrincessPeachFan (talk) 07:21, May 31, 2025 (EDT)
I also noticed that Luiginary Works are considered the "devices" of the dream world. Their section reads "Devices in the dream world. There are many different kinds". That might help us nail this down, considering we know Luiginary Works are vital to progression through each area. Seems true of all the things I'm noting as a "device". Salmancer (talk) 17:20, July 18, 2025 (EDT)
The European manual uses "Gizmos" in place of "Devices", so we know it's meant to be something distinct, but it does not have the link between Gizmos and Luiginary Works because the latter are described as "interactive objects". Though... if we're willing to mix and match localizations we could say "device" means "interactive object" since the same section of the manual says "device" in America and "interactive object" in Europe. Salmancer (talk) 17:45, July 18, 2025 (EDT)
In hindsight I realize defining "device" as "interactive object" isn't really an improvement from the status quo. So back to the pitch of "the things that shut off Bros. Moves that aren't related to entering the Dream World". Salmancer (talk) 18:02, July 18, 2025 (EDT)

Super Mario Run[edit]

In pages of locations from Mario & Luigi: Dream Team, why are we using sprites of Red Coins from Super Mario Run and not the game itself? 51.183.19.94 11:04, May 7, 2026 (UTC)

Shoud we add the behind the scenes information of Dream Team in the development section?[edit]

IDK if its known, but surprised there isn't a Dream Team development sub-section in the main page, but I'll list this from a reddit long word text since it does have most of the information avaliable (let me know if you finds the sources and add more information into this in-case):

  • Dream Team started production right after Bowser’s Inside Story, as AlphaDream began considering new ideas for another Mario & Luigi entry. Due to the spike in popularity of the Mario & Luigi series with a growing audience/fanbase because of Bowser's Inside Story, the developers conceptualized ideas that all involved using Bowserm; game director Akira Otani, feared that the series was steering in the wrong direction between the focus of other characters, restricted the developers from using any game ideas centralizing characters outside of Mario 'and' Luigi, asking AlphaDream to only use Mario & Luigi in the 4th entry.
  • They were concepting the idea with a Dream World, where the main gimmick surrounding on the hoards of Luigis, conceptualized the idea of "having a lot of Luigis on the screen that you could control and who would run around", according to game director Hiroyuki Kubota. They found the idea to be too complicated for the low processing power of the Nintendo DS; since development took place immediately after Bowser's Inside Story wrapped up production and released, Nintendo released the Nintendo 3DS during the process, and they ported the contents over to the new console.
  • While considering a concept for Dream Team, they considered situations that would justify having multiple Luigis on screen at one time, and eventually settled on a setting that took place within a dream. Due to a dream world being an open-ended setting, the developers easily came up with numerous gimmicks that could take place inside of it.
  • While working on the idea for RPG 4, Nintendo announced the Year of Luigi project in 2013, which would be a perfect release dedicated to Luigi.
  • The development process began with conceiving numerous ideas, and sketching out and discussing ones that seemed promising. The designers would then create a prototype, and anything unmanageable or difficult to control would be cut. According to, Kobota, they had a scrapped Luiginary Attack called, Luiginary Volcano. The ideas for tis was where many Luigis gather together to become a Volcano, and by shaking the Nintendo 3DS the volcano erupts, releasing masses of Luigis and hitting the enemies. They created this attack on a trial basis, but because the functionality did not work out so well and Mario had too little a role in the attack, this idea was not adopted.
  • Dream Team's first prototype involved the player guiding a large number of Luigis to an end goal without losing any in the process—this was considered a unique experience, but not one to base an entire game around. In comparison to previous titles in the Mario & Luigi series, which often used Luigi to the expense of gags, the developers tried to make sure Luigi was just as important as Mario in Dream Team.
  • When the game's second prototype centered around controlling Luigi's face on the bottom screen to change elements on the top, Otani was originally against it due to it going against this philosophy. According to Otani, the game was redrafted to the beginning numerous times.
  • With graphical power increasing with the Nintendo 3DS hardware, the graphic designers were no longer confined to using such two-dimensional designs and could switch to three-dimensional characters; however, the developers decided against making the change, due to the fact that two-dimensional sprites better conveyed comedic facial expressions.
  • The development of Dream Team began prior to the discovery of the 3DS's advancements, so the developers instead used three-dimensional modeling for the game's worldbuilding and locales.
  • Six graphic designers had to redesign each character using stereoscopic depth to look as if they were three-dimensional so they would stand out less in comparison to the environment; most animations were done by hand for Mario and Luigi, such as how Luigi has an "L" on his cap and Mario iconically raises his left hand while jumping, therefore meaning animations could not simply be mirrored.
  • One of the major reasons why Dream Team took so long to make was that AlphaDream was doing hand-drawn stereoscopic pixel art, as they wanted to retain the original charm pixel art from the previous Mario & Luigi entries, as this was one of the main reasons why Dream Team took three years to complete
  • In an interview with USGamer, producer Akira Ohtani explained that tutorials on minuscule topics, such as how to jump, are vital for younger audiences that are also playing the game and were included as such. The developers tried to find ways to work tutorials into the storyline to avoid breaking up the flow of the main storyline.
  • Many features to help aid in difficult aspects of the game, such as a slow mode for timing in combat, were also emphasized. Touching on the subject with Kotaku, they used Dream Team to experiment with what amount of tutorials are needed, and that the data would be incorporated into the next title.

Characters[edit]

  • Characters were conceptualized by a specific graphic designer from AlphaDream, who’s role is character creation and of the various creations he comes up, and their character designs were reviewed by Kubota to see if they could work well within a specific location of the game. The reviewing process mainly came down to "if they have that Mario & Luigi feel" according to Kubota, and whether or not their sprite design could be used for a "range of comical expressiveness".
  • When approved, the designs were sent to the stricter intellectual property (IP) team at Nintendo; Kubota usually kept designs from being too out of the ordinary, but oftentimes attempted to push the limits of the IP team, usually leading to failure. major restriction that AlphaDream themselves imposed on the designers was to exclude explicit and indirect vulgarity. For example, DreamBert was redesigned countless times whenever Nintendo provided feedback for them.
  • In an MTV interview, Mr. Akira Ohtani, Producer for the last three "Mario & Luigi" games at Nintendo Co., Ltd., discuss the care that goes into introducing new characters into such a long standing franchise.
  • According to Akira Ohtani - “One thing that we pay special attention to is that, when it is difficult to fully realize the scenario we’ve envisioned with the Mario franchise characters that are available at hand, we try to pay attention to when there is a specific need to create a new character to allow us to flush out our vision for a scenario for a game.”
  • The teams try to keep their experiences true to the already existing catalog of characters in the Mushroom Kingdom, but sometimes the story takes them to a place where they have to introduce new ones. Mr. Ohtani made it clear that Mario characters are important to the franchise, but sometimes the situations created in the game don't always allow for them to be integrated seamlessly.
  • "When creating an RPG, we feel like the scenarios are a really important element that requires a lot of focus and energy. It’s true that we are using Mario characters that have appeared in a lot of well-known franchises, but I feel like we still have a lot of freedom to work with them... I feel like that’s one of the other areas that we have a little bit freedom to work around some of the limitations of how the Mario Universe has been cottified to a an extent, is when we create a new character. We try to only do so when it is absolutely necessary to realize the scenario we want. - Akira Ohtani

— The preceding unsigned comment was added by JebbaRebbaWario20 (talk).

...WOW. What a long paragraph. ...Ahem. To answer your question, yes. This should be documented in some capactity. Although, given the overall length of this section, I think it would be best to reserve most of this info for the List of Mario & Luigi: Dream Team pre-release and unused content page. Wandering Poplin (talk) 17:35, August 8, 2026 (UTC)
Do you have a source for the original Reddit post, or any of the sources the Reddit post provides? :O Camwoodstock-sigicon.png~Camwoodstock ( talk contribs ) Camwoodstock-sigicon2.png 18:33, August 8, 2026 (UTC)