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Red

Member
Oct 26, 2017
11,705
IMO that's because BOTW is genuinely revolutionary whereas Mario is just a good Mario game. BOTW upends everything we know about Zelda games and takes a confident leap into open world gaming with a novel spin on the genre.
It must be tougher to upend Mario, since there have been so many spin offs and variations on the series. Maybe because of its level based structure, it's been more open to play and experiment. I'm not sure how you go about revolutionizing the series. Each game stands out for creativity, and no entry has a shortage of new ideas. That's what it's known for: freewheeling creativity. Odyssey de-emphasizes the jump which is about as far out from convention as the core series has gone so far.
 

NiteJohn

Member
Oct 25, 2017
255
I mean, Galaxy and 3D World have much simpler and slower movement, no? Even without cappy.
Galaxy yes. 3D World had a about the same amount that Odyssey does. The difference is 3D World had a stiffness that required more input to do most of the moves. Odyssey sometimes feels a little loose. Cappy helps with that, so I think Nintendo made sure that movement with Cappy was good. That why Cappy has a lot of secret move. Such as the fact you get more height if you push the jump button at the moment he comes back.

My problem isn't that the movement is bad. My problem is that it feel like it was tuned for Cappy. And that Nintendo decide to take him away without truly test how much fun Mario by his self was. Galaxy had that feel sometimes when they want you to do some mini games. In fact the problems people have with the jump rope moon is proof of what I'm talking about. You can't tell how much height you will get with your button presses. When your using Cappy or during times when it the simple platforming that doesn't matter. But in most Cappyless levels the fact that the buttons can not work the way they should hurt it.

Along with the one thing that I understand exist, but really hurts the game. The complexity of the button presses to do the move. That a hold over from 3DW but with the added moves it got worse. There are a lot of buttons you don't need to have duplicates. Use some of the other button as dedicated movement buttons. I know why they did it, so there would be less buttons to remember. But now you have to remember multiple button combinations. So it still complex for the casual player. There has been multiple people who I've seen play the game slow and stiff because they don't know how to do thing like the dive. This doesn't hurt me, but when you are unable to adjust with Cappy those flaws are expose. There have been multiple time my dive has not registered or I get a long jump because after roll that what it does.

I don't think this is a bad game. Of the 3D Mario games this game, 64, and Sunshine are the only games I have really analyse there movement. I love the movement in the game. I even still love Mario's normal movement. If I didn't these thing won't bother me so much. It still my favorite 3D Mario game. But I can see where it can be improved with tighter level design. I would have said the same of 64 back in the 90s. They share a lot of the same problem. Nintendo seem to not know how to make 3D Mario difficult without just limiting the player, Instead of building the difficulty around the player.
 

Alexhex

Member
Oct 27, 2017
2,881
Canada
Galaxy yes. 3D World had a about the same amount that Odyssey does. The difference is 3D World had a stiffness that required more input to do most of the moves. Odyssey sometimes feels a little loose. Cappy helps with that, so I think Nintendo made sure that movement with Cappy was good. That why Cappy has a lot of secret move. Such as the fact you get more height if you push the jump button at the moment he comes back.

My problem isn't that the movement is bad. My problem is that it feel like it was tuned for Cappy. And that Nintendo decide to take him away without truly test how much fun Mario by his self was. Galaxy had that feel sometimes when they want you to do some mini games. In fact the problems people have with the jump rope moon is proof of what I'm talking about. You can't tell how much height you will get with your button presses. When your using Cappy or during times when it the simple platforming that doesn't matter. But in most Cappyless levels the fact that the buttons can not work the way they should hurt it.

Along with the one thing that I understand exist, but really hurts the game. The complexity of the button presses to do the move. That a hold over from 3DW but with the added moves it got worse. There are a lot of buttons you don't need to have duplicates. Use some of the other button as dedicated movement buttons. I know why they did it, so there would be less buttons to remember. But now you have to remember multiple button combinations. So it still complex for the casual player. There has been multiple people who I've seen play the game slow and stiff because they don't know how to do thing like the dive. This doesn't hurt me, but when you are unable to adjust with Cappy those flaws are expose. There have been multiple time my dive has not registered or I get a long jump because after roll that what it does.

I don't think this is a bad game. Of the 3D Mario games this game, 64, and Sunshine are the only games I have really analyse there movement. I love the movement in the game. I even still love Mario's normal movement. If I didn't these thing won't bother me so much. It still my favorite 3D Mario game. But I can see where it can be improved with tighter level design. I would have said the same of 64 back in the 90s. They share a lot of the same problem. Nintendo seem to not know how to make 3D Mario difficult without just limiting the player, Instead of building the difficulty around the player.
Yeah, I see where you're coming from. As a 3D Mario veteran, it even took me a while to get accustomed to the sheer number of actions mapped to the Y button. It's ridiculous that to dive off of the hat, you have press Y, press the L trigger, then HOLD Y when the the dive could have been mapped to any other duplicate button. And yep, Mario's jump height defos should have been more variable; if his minimum height were a smidge lower it'd be perfect. That being said, it's similar to other 3D Marios from what I remember? He has 2-3 variable heights in all games but they always feel really similar. Maybe 3D World is a bit different because it takes some sensibilities from 2D Mario, but I don't have that one on had to test at the moment.

I guess some things come down to preference and how you define tight and loose as far a game feel goes though. I wouldn't say Odyssey's Mario is loose; I think he has one of the tightest turn radius' ever. I would however describe Galaxy's Mario as loose (by Mario standards, he controls great for that game's levels) because it takes him so long to get him moving in another direction. 3D World's controls are certainly laser-tight but they always felt TOO stiff and restrictive for my tastes. I just don't think 8-way movement has any place in a 3D Mario game, and having big deadzones on your analogue stick gets in the way of how you're trying to move. Mario's triple jump and dive are also absent from 3D World, his high jumps are barely higher than his normal jump, and his long jumps are barely longer than his normal jump. To me this makes Mario's standard jump way more useful than his other options 99% of the time because its drawbacks are minimal compared his specialized moves, meaning you end up doing little more than running in a straight line and jumping as you would in 2D Mario. That being said, the level design in 3D World goes a long way in keeping that interesting.

I feel you in terms of creating difficulty though. If you master everything in Mario Odyssey's repertoire, normal platforming becomes breezy because you can quickly skips large portions of the level, and you have a lot of options to course-correct midair. I don't think this is a bad thing, but it creates a difficult situation for the level designers. Either you design the game the way it is now, by making a manageable challenge for average players while giving advanced players the toolset to speed through things and create their own fun, OR you make a bunch of insane, bone-crushing Mario Maker-esque levels that require the full mastery of Mario's varied moveset. As much as I personally would enjoy the latter, the game would be friggin' impenetrable to the vast majority of players. And anyway, if anything, if the game required you to use the cap dive, I feel it would lead the designers to stretch the platforms out as far as possible to compensate. That would get really tiresome, and it's kind of what to happened in Sunshine to make sure fludd didn't make platforming too easy.
 
Last edited:
Oct 25, 2017
4,158
I'm confused on how many moons there are in this game. I've read 800, 880 and 999.

Personally, I'm shooting for at least over 500 (@ 375ish now), and I'd like to better understand what I'm working with.
 

Alexhex

Member
Oct 27, 2017
2,881
Canada
I'm confused on how many moons there are in this game. I've read 800, 880 and 999.

Personally, I'm shooting for at least over 500 (@ 375ish now), and I'd like to better understand what I'm working with.
There are 880 "mission moons" in the game (ones that are listed in the brochures), BUT you can buff out that number to 999 by buying the rest from shops. You do get separate albeit little rewards for doing each milestone.
 

balgajo

Self-requested ban
Banned
Oct 27, 2017
1,251
I hope there is an Odyssey 2 with a lot of level designed for skilled Mario+Cap players.
 

Animus Vox

Member
Oct 30, 2017
2,524
NYC
There are 880 "mission moons" in the game (ones that are listed in the brochures), BUT you can buff out that number to 999 by buying the rest from shops. You do get separate albeit little rewards for doing each milestone.
Do the individual moons you can buy during the game (ie, before post-game) count towards those 880?
 

Alexhex

Member
Oct 27, 2017
2,881
Canada
Do the individual moons you can buy during the game (ie, before post-game) count towards those 880?
Yep! So basically each kingdom has one mission called "Shopping in the X Kingdom!" or something that is completed by buying a single moon. So make sure you buy a moon in every stage because they count as part of the 880 mission moons.

It's kinda needlessly confusing.
 
Last edited:

Parthenios

The Fallen
Oct 28, 2017
13,615
Is the camera pulled farther back from Mario in this game versus the other 3D games? I feel like it is and that could be why the jumps don't feel as fast, high, or long even if they are.
 

Alexhex

Member
Oct 27, 2017
2,881
Canada
Is the camera pulled farther back from Mario in this game versus the other 3D games? I feel like it is and that could be why the jumps don't feel as fast, high, or long even if they are.
Hmm, I'd say it's more pulled back than 64, similar to Sunshine, depends compared to Galaxy because it varied from planet to planet, and is much closer than 3D World.

I feel like Mario's standard speed is a lil bit too slow, but to me the fun is about making and maintaining your own speed, which the environment and moveset facilitate.
 

AndrewGPK

Member
Oct 27, 2017
3,829
I hope there is an Odyssey 2 with a lot of level designed for skilled Mario+Cap players.


Yeah, but I think its pretty brilliant how Nintendo made this one to be accessible for all. The first time through the levels you use the captures. Then in the postgame its really fun to start accessing things and skipping things by using the advanced tricks. The levels are designed for both.
 

nanskee

Prophet of Truth
Member
Oct 31, 2017
5,071
I just started but this game seems more like a collectathon at the moment with the mini games and moons with little objective. It's good but idk if level design will compare to the likes of galaxy games.

Ill see eventually.. I just kinda finished tosterena
 

Mit-

Member
Oct 26, 2017
519
Does anyone else read "Flying, flying, flying, flying, skree-EEEE!" in an obnoxious high pitched voice that ends with an ear shattering shriek? It pains me just to read it, somehow.
 

Illusionary

Member
Oct 25, 2017
2,613
Manchester, UK
Use the HD rumble to time your jumps. Helped me way more than listening to the voice, because you can discern how much time you have for your jump before you feel the rumble of the rope hitting the pavement.
It helped me to listen to the music playing while jump roping. The beat matches the timing you need
Thanks both - I think that I *may* have been trying this, but will give it another try shortly and see if specifically focusing on either of these helps. Other than this, having just passed 700 moons I'm pretty much done with everything that I can do without visiting the post-credits worlds; I made a quick visit to the
Dark Side
last night and ran out of time just before the last stage of the first challenge - I'll hopefully get that cleared tonight at least.
 

SpartyCrunch

Xbox
Verified
Oct 25, 2017
2,500
Seattle, WA
Did I do this right?

DPDxHfzVAAAaSnj.jpg
 

ghibli99

Member
Oct 27, 2017
17,843
I just started but this game seems more like a collectathon at the moment with the mini games and moons with little objective. It's good but idk if level design will compare to the likes of galaxy games.

Ill see eventually.. I just kinda finished tosterena
Keep going. :)

I'm up to nearly 800 moons, and just when I think I've seen everything, the game surprises me with some new inspired, imaginative thing.
 
Oct 25, 2017
7,987
México
Thanks both - I think that I *may* have been trying this, but will give it another try shortly and see if specifically focusing on either of these helps. Other than this, having just passed 700 moons I'm pretty much done with everything that I can do without visiting the post-credits worlds; I made a quick visit to the
Dark Side
last night and ran out of time just before the last stage of the first challenge - I'll hopefully get that cleared tonight at least.
I tried and I tried, and I could only did the jump rope challenge with the scooter.
 

julian

Member
Oct 27, 2017
16,788
Doing my second play through after 100% the coins and moons. I was going to try to fight as few bosses as possible and do as little story as possible. I'm curious how far you can get without doing those things. From what I can tell:

you only have to fight the broodal Mom until luncheon kingdom. I can't seem to get enough moons or skip over the broodal fight in the first half of that kingdom, nor can I skip the two broodal fights midway through bowsers castle. Other than that, it really wasn't tough barreling through the levels picking up the cursory moons without triggering much if any story or hitting any bosses that aren't clearly required (like the dragon or bowser). Does anybody know a way to skip those mid level broodal fights or should I just be content with how I did? I feel there are lots of ways to set up time trial runs for this game. 100%. Or fastest to credits. Or no purple coins. I was shocked how much I wanted to replay the game after beating it and how much I am enjoying the replay. Now if only there were leaderboards for getting to the credits or to 100%.
 

Kyuur

Member
Oct 28, 2017
2,535
Canada
Finally got around to beating the Darker Side.
I wish they hadn't gone with only one moon for that world. There were so many spots that would have made good side moons but all they rewarded was coins or hearts. Maybe they thought it would be unfair with no checkpoints but even SM64 Bowser levels had the red coins! In particular I think the top of the hatless challenge blocks would have made a great one -- didn't notice it until one of my last runs through the level!

I'm missing jump rope, volleyball and a couple purple coins but I don't think I'll bother with them. 35-40~ hours clocked and I'm quite happy with the game!
 

pimanrules

Member
Oct 27, 2017
6
...and is this at all easy to reproduce? I'll try a little digging myself shortly, but I'd have no qualms about using an exploit for this specific moon!

I found it a lot easier to do the glitch than to do the 100 jump moon legit. (Then again, I beat it originally by programming a microcontroller.... Still haven't done it the proper way)

You're basically stuck in the ground pound animation state, so you can break out by diving.
 

NiteJohn

Member
Oct 25, 2017
255
Yeah, I see where you're coming from. As a 3D Mario veteran, it even took me a while to get accustomed to the sheer number of actions mapped to the Y button. It's ridiculous that to dive off of the hat, you have press Y, press the L trigger, then HOLD Y when the the dive could have been mapped to any other duplicate button. And yep, Mario's jump height defos should have been more variable; if his minimum height were a smidge lower it'd be perfect. That being said, it's similar to other 3D Marios from what I remember? He has 2-3 variable heights in all games but they always feel really similar. Maybe 3D World is a bit different because it takes some sensibilities from 2D Mario, but I don't have that one on had to test at the moment.

I guess some things come down to preference and how you define tight and loose as far a game feel goes though. I wouldn't say Odyssey's Mario is loose; I think he has one of the tightest turn radius' ever. I would however describe Galaxy's Mario as loose (by Mario standards, he controls great for that game's levels) because it takes him so long to get him moving in another direction. 3D World's controls are certainly laser-tight but they always felt TOO stiff and restrictive for my tastes. I just don't think 8-way movement has any place in a 3D Mario game, and having big deadzones on your analogue stick gets in the way of how you're trying to move. Mario's triple jump and dive are also absent from 3D World, his high jumps are barely higher than his normal jump, and his long jumps are barely longer than his normal jump. To me this makes Mario's standard jump way more useful than his other options 99% of the time because its drawbacks are minimal compared his specialized moves, meaning you end up doing little more than running in a straight line and jumping as you would in 2D Mario. That being said, the level design in 3D World goes a long way in keeping that interesting.

I feel you in terms of creating difficulty though. If you master everything in Mario Odyssey's repertoire, normal platforming becomes breezy because you can quickly skips large portions of the level, and you have a lot of options to course-correct midair. I don't think this is a bad thing, but it creates a difficult situation for the level designers. Either you design the game the way it is now, by making a manageable challenge for average players while giving advanced players the toolset to speed through things and create their own fun, OR you make a bunch of insane, bone-crushing Mario Maker-esque levels that require the full mastery of Mario's varied moveset. As much as I personally would enjoy the latter, the game would be friggin' impenetrable to the vast majority of players. And anyway, if anything, if the game required you to use the cap dive, I feel it would lead the designers to stretch the platforms out as far as possible to compensate. That would get really tiresome, and it's kind of what to happened in Sunshine to make sure fludd didn't make platforming too easy.
I had to reread my post. I think that I didn't explain myself right. I agree with most of what your saying, Mario in this game will move in way that can be anticipated. Though sometimes he doesn't
Like when every one of his move are affected by the moon physics, except for his dive. That has a harder curve then you would think.
But for the most part you can look at something a just know you can get there. Its why I love the game. That didn't happen for any other 3D Mario game.

The problem I was talking about when I said loose is kind of hard to put it in word. I had to think about it a while, I don't think loose is the right word for what I'm talking about. Its like the difference between SMB and NSMBU. NSMBU is tighter in controls but because of its animations it feels looser. Sometime the animations go on for longer then they didn't before, making it harder to predict. That happens in Odyssey. Like sometimes you will get a extra flourish animation and your timing will be thrown off. This only really a problem when you do something for the first time. But that why people have trouble with some Cappyless levels.
 

mclem

Member
Oct 25, 2017
13,468
Beat that fucking 100 jump rope one today. Smooth sailing to 100% as a tidy up all the other loose ends now. Phew.
Rope thoroughly jumped, and that's the last thing I know of that's likely to block me (I'm aware of the trick for volleyball, so I'm hoping that won't be a stumbling block)

Did it fair and square...

Albeit on the moped

The trick for me, I think, was that after spending so long focussing on trying to find a jump cue that I could rely on, eventually just ditching that idea and concentrating on the rotation of the rope itself (with the camera positioned directly behind one of the women so it made a clear circle on the screen) was what appeared to cause the breakthrough. Still took a lot of tries - partially due to getting used to the different rhythm the spoiler entailed.

Edit: Oh, and one other thing:
Much as I love the HD rumble for the moped, I was better off on jumping with it turned off.
 

Phire Phox

Banned
Oct 27, 2017
1,392
Got all the moons. Really enjoyed my time with this game and sad that's over. Very slightly edges out BotW for my GOTY.
 

Ogodei

One Winged Slayer
Banned
Oct 25, 2017
10,256
Coruscant
Did I do this right?

DPDxHfzVAAAaSnj.jpg

That should've been the hidden moon for these, make the opposite character face.

I did the shameful and used Assist Mode to get through Darker Side, at least for the first runthrough because it takes the pressure off when you're trying to get a feel for how each segment plays. The Pokio segment was nerve-wracking but the one with all of the laser-circles was the worst (nearly killed me in Assist mode, in fact). Fitting, i guess, because the last segment of Champion's Road was basically the same thing.
 

ClickyCal'

Member
Oct 25, 2017
59,689
Uh, so I have every coin except 4 in the lake kingdom, and I checked everywhere. Anyone know where they could be?
 

jnWake

Member
Oct 25, 2017
2,108
Finished the game... Last level wasn't as hard as the one in 3D World but it was pretty fun. It was nice using most of the captures again although some cool ones were missing sadly.
 

Phil32

Member
Oct 28, 2017
4,568
The Jump Rope challenge was one of the final Moons I needed. I used the motor scooter as well as found a cue to work with.

Right when one of the women doing the jump rope goes "Hey!" each time.
 

Zubz

Member
Oct 25, 2017
6,565
no
I love gamebreaking glitches. I have no qualms with using that for the 100 Jumprope Challenge if I can replicate it.
 

Based0ne

The Fallen
Oct 27, 2017
1,258
USA
Have to say that I had a lot of fun with this game, the last 3D Mario game that I played was Super Mario Sunshine and going from that to this was great! The game is definitely on my GOAT list and I can only hope it walks away with several GOTY's.
 

Jake2byFour

Member
Oct 28, 2017
4,838
Finally did the rope challenge. I swear pass the 50 mark the rope would speed up to a point were my eyes couldn't keep up then slow down were I could see the ropes movement.
 

zroid

One Winged Slayer
The Fallen
Oct 25, 2017
5,785
Canada
I had the brilliant idea to try and climb atop the dragon after beating it before collecting the moon, and when I inevitably fell to my doom I had to repeat the fight...... >_<
 

BizzyBum

Member
Oct 26, 2017
9,157
New York
I'm actually surprised so many people are having issues with the jump rope mini-game. I think I got 107 on my second try.

The volleyball mini-game is way worse.

I'm missing jump rope, volleyball and a couple purple coins but I don't think I'll bother with them. 35-40~ hours clocked and I'm quite happy with the game!

This always baffles me when someone is so close to 100% a game but stop short at getting the last few things. It would personally drive me crazy. lol
 

zroid

One Winged Slayer
The Fallen
Oct 25, 2017
5,785
Canada
Finally did the rope challenge. I swear pass the 50 mark the rope would speed up to a point were my eyes couldn't keep up then slow down were I could see the ropes movement.
I think the thing that effs me up the most is the timing changes, especially after around 40 and until the last one. If I get through that and reach the fastest speed, it's easy to maintain the rhythm for a while. At least until my thumb fails me, but that's usually well past 100.
 

Jake2byFour

Member
Oct 28, 2017
4,838
I think the thing that effs me up the most is the timing changes, especially after around 40 and until the last one. If I get through that and reach the fastest speed, it's easy to maintain the rhythm for a while. At least until my thumb fails me, but that's usually well past 100.
I think the timing pass 40 is random and you have to adjust to the speed of the rope but by that time you thumbs get tired. One of my least favorite mini games in Odyssey.
 

Iolo

Member
Oct 27, 2017
6,902
Britain
I guess it's time to admit I got 120 on the jump rope the first try and only stopped because it was pointless to continue.
 

Megasoum

Member
Oct 25, 2017
22,575
I have 2 moons left to get.... Jump rope and Darker Side..... Fuck me... I'm actually dreading more the rope than the darker side.
 

Fuzzy

Completely non-threatening
The Fallen
Oct 25, 2017
18,138
Toronto
I think the thing that effs me up the most is the timing changes, especially after around 40 and until the last one. If I get through that and reach the fastest speed, it's easy to maintain the rhythm for a while. At least until my thumb fails me, but that's usually well past 100.
I was never able to do it with my thumb. I did it twice with my index finger and the controller on my lap. It was a lot easier to keep the rhythm that way for me.
 

zroid

One Winged Slayer
The Fallen
Oct 25, 2017
5,785
Canada
I was never able to do it with my thumb. I did it twice with my index finger and the controller on my lap. It was a lot easier to keep the rhythm that way for me.
I should try that next time I'm going for a high score. When I use my thumb I always screw up eventually by around 130-150...
 

SlickVic

Member
Oct 27, 2017
4,966
USA
Man, that last part of The Metro Kingdom was fantastic. Don't want to spoil it, but really made me glad to be playing this game.
 

elektrixx

Banned
Oct 26, 2017
1,923
When Cappy says there's nothing left to do in a room, is he talking about coins too? I have five to find in Luncheon and have no idea where they are.