It’s been a while. Since 2017, the Nintendo Switch has seen a massive influx of titles, from the sprawling fields of Hyrule to the chaotic streets of Inklings, yet Super Mario Odyssey remains this weird, untouchable peak of 3D platforming. Most people remember the first time they threw Cappy at a T-Rex. It was absurd. It felt like Nintendo was finally letting their hair down after the relatively safe (though excellent) 3D World era. But why are we still talking about it? Honestly, it’s because the game isn't just a platformer; it’s a toy box that rewards you for breaking it.
If you look at the speedrunning community or even casual players on TikTok today, they aren't just "playing" the game. They’re exploiting the physics. They’re finding moons in ways the developers probably anticipated but left in anyway just to make us feel smart. That’s the magic.
The Cappy Mechanic is Basically a Cheat Code
Think about the transition from Super Mario 64 to Sunshine and then Galaxy. Each jump was a massive shift in how Mario moved. But Super Mario Odyssey introduced Cappy, and suddenly, the floor was a suggestion. By diving, bouncing off your hat, and diving again, you can cross gaps that look impossible. It changed the DNA of the series. Instead of just jumping on a Goomba, you become the Goomba. Or a fireball. Or a piece of meat being cooked on a volcano.
The capture mechanic solved a decades-old problem: how do you keep a 30-hour game from getting stale? You just change the protagonist every five minutes. One second you're a tank in a rainy noir city, and the next you’re a tropical wiggler stretching across poison lakes. It's frantic. It’s dense. Most importantly, it's never boring because the "verb" of the game—what you actually do—constantly shifts.
What Most People Get Wrong About the 880 Moons
A common complaint you'll hear in gaming circles is that Super Mario Odyssey has too much "filler." People point to the 880 Power Moons (and the 999 total if you buy them from shops) and say it's just a giant checklist. They're wrong. The moons aren't meant to be a completionist's nightmare; they're a reward for curiosity.
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In older games, getting a Star or a Shine Sprite kicked you out of the level. It broke the flow. In Odyssey, you grab a moon and just... keep going. It keeps the dopamine loop running. If you see a weird pipe or a glowing bird, there’s a 99% chance there’s a moon there. Nintendo designer Yoshiaki Koizumi has talked in interviews about "play snacks"—the idea that you can find something meaningful in just three minutes of play. That’s why there are so many. They aren't all meant to be "The Perfect Challenge." Some are just there to say, "Hey, thanks for looking behind that pillar."
The New Donk City Factor
Let’s talk about the Mayor Pauline in the room. New Donk City is the weirdest thing Nintendo has ever done in a mainline Mario game. Putting a cartoonish, squat plumber next to "realistic" humans in suits was a massive risk. It could have looked terrible. Instead, it became the heart of the game.
The Jump Up, Super Star! festival sequence isn't just a nostalgia trip. It’s a thesis statement. It bridges the 1981 arcade roots with the 2017 hardware. When the 2D 8-bit sections wrap around the 3D skyscrapers, it reminds you that Mario is a legacy. You've got these "Manhole" references and Donkey Kong callbacks that feel earned rather than forced. Plus, the verticality of the Metro Kingdom is probably the best level design Nintendo has produced since 64’s Tick Tock Clock, just with more taxis and jazz.
Why the Movement Ceiling is So High
If you just play through the story, you’re seeing maybe 20% of what Mario can actually do. The real game starts in the post-game, specifically the Dark Side and Darker Side of the Moon. But even before that, the "pro" movement is where the longevity lies.
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- Roll Canceling: Speeding across flat ground faster than a sprint.
- Vectoring: Manipulating mid-air momentum to stretch jumps.
- Cap Jumps: Using Cappy as a temporary platform.
You don't need any of this to beat Bowser and save Peach. You need all of it to feel like a god. Watching a high-level player navigate the Sand Kingdom is like watching a ballet. They never touch the ground. They’re bouncing off sphinxes and hat-climbing up ruins. It’s this "hidden" complexity that keeps the game relevant on platforms like Twitch. It’s a masterclass in "easy to learn, impossible to master."
The "Easiness" Myth
Some critics argued the game was too easy. Sure, the "Life-Up Hearts" are everywhere and you don't really have a "Game Over" screen anymore—you just lose ten coins. But losing coins in a game where you need thousands to buy all the costumes actually hurts. It’s a different kind of stake.
The difficulty isn't in reaching the end; it's in the mastery of the environment. Try doing the "Bound Bowl Grand Prix" without hitting a wall or finishing the "Vanishing Road" without a scooter. That’s where the teeth are. Nintendo swapped "punishment" for "challenge," and the game is better for it.
Hidden Details You Might Have Missed
Did you know Mario’s nose jiggles in the cold? Or that he has different idle animations depending on which kingdom he’s in? If you stand still in the Mushroom Kingdom, a bird might land on his nose. In the Wooded Kingdom, he’ll try to interact with the robots.
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This level of polish is why Super Mario Odyssey holds its value. It’s not just the mechanics; it’s the vibes. Each kingdom feels like a lived-in ecosystem. The Steam Gardeners in the Wooded Kingdom have a whole culture of "tending" to the machinery. The Shiverians in the Snow Kingdom are obsessed with their local races. It’s world-building in a series that usually settles for "Fire World" and "Ice World."
Is It Better Than Galaxy?
This is the big debate. Galaxy had the spectacle and the gravity mechanics that blew everyone’s minds. But Odyssey has the freedom. Galaxy felt like a directed path through a beautiful movie. Odyssey feels like being a kid in a playground. Personally? The freedom of the Odyssey wins every time. Being able to choose which kingdoms to visit first and how to tackle objectives makes it feel like a personal adventure rather than a guided tour.
How to Master Your Next Playthrough
If you’re hopping back into the Odyssey today, don't just follow the waypoints. The game is designed to be poked and prodded. Here are a few things to try that will actually change how you see the levels:
- Turn off the Map: Try to navigate New Donk City or Tostarena purely by landmarks. You’ll notice small architectural cues you missed before.
- Experiment with Capture Chaining: See how many different creatures you can inhabit without Mario’s feet touching the floor.
- The Costume Shop is Essential: Don't hoard your coins. Many moons are locked behind specific outfits. Plus, seeing Mario in a wedding dress or a skeleton suit adds a layer of surrealism that makes the journey better.
- Check the Snapshot Mode: It’s one of the best photo modes ever made. Use the filters to find hidden hints or just to see the incredible texture work on Mario's denim overalls.
The real takeaway is that Super Mario Odyssey isn't a game you finish; it's a game you inhabit. Whether you're hunting for that last elusive moon in the Luncheon Kingdom or just trying to beat your best time on a Koopa Freerunning race, there is always something new to find. It’s the ultimate expression of what Mario can be. It’s weird, it’s joyful, and it’s arguably the most "Nintendo" game Nintendo has ever made. Focus on the movement, ignore the "completionist" anxiety, and just play.