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More Super Mario Odyssey details, dev comments

Posted on June 13, 2017 by (@NE_Brian) in News, Switch

– Can swing your hat in a circle, damaging any Goombas or Koopa Troopas in your perimeter
– Can throw it in different directions and even hold down your throw button to keep it hovering in the air for a few seconds so you can hop on it like a platform
– Each of the game’s kingdoms is large enough to fit multiple checkpoints
– Captain Toad can be found standing on a girder
– Every time you hit a checkpoint you can fast travel to it
– No lives or 1-ups
– When you die, you’ll lose coins.
– Development started right after 3D World shipped in 2013
– You can’t capture every enemy—just the special ones
– There are shops that sell outfits and other useful items, which you can buy with one of two types of coins
– There are the standard gold coins and then each kingdom has its own specific currency, represented by purple objects that change shape depending where you are
– Hat-throwing came from wanting to make a pleasing action, and flinging the hat felt fun with the Joy-Con

This information comes from director Kenta Motokura…

“We started the project by taking Super Mario’s theme of surprise and simply riffing on that to come up with things that were purely fun. The result of that was, the team just came up with a seemingly endless stream of fun prototypes. We wanted to use all of them, and so we thought sandbox spaces would be the best way to play all of those fun ideas.”

“By coming up with lots of different fun ideas and placing them all over these fun sandboxes, we were able to come up with stages of very high density gameplay elements. You’ll want to check behind every suspicious wall, jump up every cliff, kill every boss you find. Almost everything that draws the player’s attention could potentially reward them with a Power Moon.”

“The game is designed so you can explore and play without interruption. And no matter which Power Moons you collect, you’ll still be able to advance the story.”

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