Gameplay and design
The core gameplay innovation in Partners In Time is the ability to control both adult and baby versions of the Mario brothers simultaneously. During adventure, players can switch between controlling the adult pair and the baby pair at any time, with each group possessing distinct abilities. The babies are small, allowing them to squeeze through narrow passages and reach high places via special moves, while the adults can push heavy objects and use more powerful attacks. This dual-group switching is used not only for puzzles but also throughout combat and exploration, constantly prompting players to consider how to best utilize both teams.
The battle system retains the turn-based foundation of its predecessor but introduces new twists. Players must time button presses during attacks to deal extra damage or trigger combos, and similarly time presses during defense to reduce damage. The biggest change is the replacement of the previous game's Bros. Attacks with Bros. Items. These items, such as turtle shells or hammers, are used by both brothers together and can produce stronger effects than solo attacks, but they consume item resources and also require precise timing.
The game makes full use of the DS's dual screens. The top screen typically displays the map and overall environment, while the bottom screen is used for exploration and battle commands. In battle, the bottom screen shows enemies and the action menu, with players selecting commands via touch and sometimes tapping the screen to perform specific actions. This design was quite novel at the time, though some players found certain operations somewhat cumbersome. Nevertheless, it tightly integrated the game experience with the DS hardware.
For character growth, the game retains the classic RPG leveling system. Defeating enemies earns experience points, and leveling up increases stats and teaches new moves. The equipment system includes badges and clothes: badges provide various passive effects such as boosting attack or adding special resistances, while clothes mainly affect defense and appearance. Players can freely mix and match based on their preferred combat style, adding strategic depth.
Beyond combat and exploration, the game also features numerous minigames that utilize the dual screens and touch screen, such as quick-tap or swipe challenges. These are interspersed throughout the main story, pacing the game and showcasing the DS's hardware capabilities. However, critics had mixed opinions on these touch controls—some found them fun, others felt they interrupted the flow. Overall, these designs serve the game's central themes of cooperation and timing.
Background and release
Mario & Luigi: Partners In Time is the second game in the series, following Mario & Luigi: Superstar Saga, released on the Game Boy Advance in 2003. The story continues from the previous game but shifts the setting from the Beanbean Kingdom to the traditional Mushroom Kingdom, with a relatively standalone plot. Newcomers can easily jump in without playing the first game, but veterans will find references and easter eggs related to the predecessor.
The game was first publicly shown at E3 2005, where a playable demo was offered. At the time, Nintendo highlighted the dual-screen usage and the baby character concept, drawing attention from players and media. In the demo, players could experience the fun of teaming up as adults and babies in exploration, as well as the new battle system. The E3 appearance generated high anticipation for the game.
In terms of release, the game launched first in North America on November 28, 2005, followed by Japan on December 29 of the same year, with Europe and Australia receiving it in 2006. This North America-first release order was uncommon for Nintendo games at the time, reflecting the game's emphasis on Western markets. In Japan, the first-week sales were 132,726 units, a respectable performance.
The game was re-released via the Wii U Virtual Console in 2015, allowing new players to experience this classic on the Wii U. However, this re-release added no new content, simply emulating the original. For those without a DS, it was a convenient way to catch up, but it did not cause much of a stir.
The story is set in the Mushroom Kingdom, but time travel elements let players traverse between the past and present. The past world is guarded by baby Mario and Luigi, while the modern era is handled by the adult brothers. This dual-timeline setup not only provides the basis for gameplay but also enriches the narrative, letting players gradually uncover the truth behind the Shroobs' invasion.
Development
The game was developed by AlphaDream and published by Nintendo. Key staff included producers Shigeru Miyamoto and Tetsuo Mizuno, as well as composer Yoko Shimomura, all of whom had worked on the previous Superstar Saga. Miyamoto, the creator of the Mario series, provided directional guidance; Mizuno handled the concrete production, ensuring quality. Shimomura's music added a unique atmosphere to the game.
From the early stages of development, the core concepts of time travel and baby characters were established. The team aimed to leverage the DS's dual screens and touch functionality to create a different experience from the predecessor. The inclusion of baby Mario and Luigi was not just for cuteness but to design puzzles and battles that require cooperation between the two groups, reinforcing the theme of partnership.
The game supports the DS Rumble Pak, an expansion accessory that fits into the GBA slot. When the player takes damage or an explosion occurs, the system vibrates, enhancing immersion. Critics welcomed this as a clever use of the hardware. However, since the Rumble Pak required insertion into the GBA slot and not all players used it, this feature did not become a core part of the experience.
After the E3 reveal, Nintendo of America gradually released details about the story and gameplay, including the time hole mechanic, the Stuffwell character, and the Shroobs enemies. These promotional materials progressively unveiled the game's unique setting, giving players more concrete expectations. Stuffwell is a talking briefcase created by Dr. E. Gadd, offering advice to the player, and his humorous dialogue became a highlight of the game.
The Shroobs, the game's enemies, are fungus-like creatures whose name is a deliberate variation of 'mushroom,' contrasting with the Mushroom Kingdom. Their design features alien technology and aggression, differing from traditional Mario enemies. This design not only added freshness to the game but also showcased the team's creativity in enemy design.
Reception and legacy
Upon release, Partners In Time received generally positive reviews from critics, with Metacritic indicating 'generally favorable reviews.' Critics praised the character writing and humorous dialogue, noting that the game maintained the series' lighthearted style while adding richer story and character interactions. IGN awarded it an Editor's Choice, and Official Nintendo Magazine ranked it 50th in its list of the '100 Greatest Nintendo Games,' reflecting its standing among players and media.
The game was nominated for 'Handheld Game of the Year' at the 9th Annual Interactive Achievement Awards, though it ultimately lost to Nintendogs. The nomination itself was a testament to its quality. In terms of sales, as of 2020, the game had sold 1.73 million copies worldwide—modest compared to some Mario titles, but quite respectable for an RPG spin-off.
The game had a significant impact on the series' future. It introduced baby Mario and Luigi as playable characters for the first time, a concept that was carried forward and expanded in later installments. The shift from Bros. Attacks to Bros. Items in the battle system also pointed the series in a new direction for combat design. However, the time travel theme was not continued in subsequent games, making this a unique chapter in the series.
The game's use of DS hardware, particularly the dual screens and touch screen, was seen at the time as an important showcase of the system's capabilities. While some touch controls were controversial, overall, the game proved that RPGs could offer novel interactive experiences on the DS. This experimentation provided a reference for other RPGs on the platform.
As a bridge between the first and third games, Partners In Time left a lasting impression on players. It retained the humor and battle essence of its predecessor while introducing freshness through time travel and baby characters. Despite some flaws, its creativity and polish make it a memorable RPG of the DS era, and it laid the groundwork for the subsequent Mario & Luigi: Bowser's Inside Story.







