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Super Mario Odyssey


danielpholt
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The reviews are excellent.  It sounds like it goes back to the open exploration format of M64 and Sunshine, which is exactly what I wanted from it.  Mine shipped today and should be arriving tomorrow.  I can't wait!  :bun-YES:

 

Also Digital Foundry has a breakdown that I'm linking to just because I find the tech behind making games work in both portable and docked mode so fascinating: http://www.eurogamer.net/articles/digitalfoundry-2017-how-super-mario-odyssey-pushes-switch-to-its-limits

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So I'm loving this game to death.

 

Well, until I got to the 100 jump rope scores Power Moon. I got to 70 naturally and I like to think I'm great with rhythm games. The problem with this is that Mario's jump has different heights based on how long you hold the button. Even when you think you're lightly tapping the jump button, it only takes a slight duration shift to throw your jumps into eventual failure.

 

So I looked up some tips and ultimately I relied on this glitch which still works today. Now there is the whole "Jump at Hey" method, but the point stands that Mario's jump isn't always 100%. It's why people found success with doing the challenge on a scooter. I tried that and could not get the positioning down.

 

 

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I'm not sure about that. I'm able to do a lot of the technical moves with just the buttons. The one that's more of a pain to do than the motion is the circle hat attack. You have to spin Mario first with the analog stick, then launch Cappy and most of the time you'll want to hold Y.

 

I will say, the one move you will want to know is the Cappy Jump. BTW, I use Y instead of X. So just a tap of Y and then Hold Y with ZL.

 

 

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