The bottom line
Super Mario Odyssey is built around one core mechanic, the hat throw, and nearly every other part of the game grows out of it. That focus gives the game depth with few buttons, clear rules for how to act, and a sense of unity that holds its odd ideas together.
Key takeaways
- Nintendo starts a game from one new way to play and builds everything around it. 0:30
- The hat throw was part of the game right from the beginning, says director Kenta Motokura. Splatoon's ink and Luigi's Mansion's vacuum began the same way.
- The hat throw does many jobs at once, so one action covers attacking, capturing, platforming and interacting. 4:25
- It attacks enemies, captures creatures, adds air control and a spring jump to Mario's moves, and opens doors, collects coins and pulls switches.
- This follows Miyamoto's idea that a good idea can solve multiple problems at once.
- Sharing one action keeps the controls simple and removes orphaned verbs. 7:17
- The game gets depth from only three buttons and a control stick.
- Players are never unsure how to interact with something: if in doubt, they throw the hat. Anna Anthropy's orphaned verbs are moves players forget before they are needed.
- Nintendo carries the mechanic into the look, the characters and the levels. 8:13
- Hats are everywhere, and an enemy's hat signals that it takes two hits to capture. Cappy turns the mechanic into a character, like FLUDD in Sunshine.
- Many kingdoms were designed to house new play ideas, such as ice or snow for slippery surfaces.
- Nintendo then takes the mechanic away, to surprise players and test their other skills. 10:49
- Some areas make you hang up your hat, and some enemies grab it or eat it, so you must stomp the piranha plant's head to free Cappy.
A good idea is something that does not solve just one single problem, but rather can solve multiple problems at once.
Shigeru Miyamoto
Chapter summaries
0:00 Intro
Odyssey puts Nintendo's long-running design lessons into practice.
- Nintendo's precise design makes its games a source of lessons for anyone. 0:17
- Its games are fun, inventive and accessible.
- Odyssey applies ideas from earlier lessons on Nintendo's methods.
- Few companies are covered more often on this channel.
0:31 Putting Play First
One simple hat mechanic spreads into many ways to play while the controls stay easy to learn.
- Capturing gives Mario new ways to play instead of more moves. 1:46
- Targets span platforming, combat and puzzles, such as guiding Goombas to Goombettes.
- The Tropical Wiggler, Gushen and Pokio are each fun enough to carry a Snake Pass-style indie game.
- Each target changes the controls, so a tutorial pops up at the bottom of the screen.
- Only one capture at a time keeps the game simple. 3:01
- Mario's abilities are separate states, so there is no fire-flower, bee-suit and squirrel-suit Mario.
- Players never juggle 20 actions on different button presses.
- Past Mario games gave 3D attacks instead of tricky stomps: the kick in 64, FLUDD in Sunshine and the spin in Galaxy.
3:13 Four Step Level Design
Each new mechanic is taught in steps, from an easy start to a boss.
- Even open levels keep a critical path that ramps up the challenge. 3:34
- Uproots in Steam Gardens first handle simple platforming, then harder tasks, then a boss.
- In Tostarena, bullet bills go from ruins play to harder sections to the boss fight.
- Sub areas introduce one idea and remix it in harder variations.
- After a level, new shortcuts let you explore freely off the original path.
4:19 Versatile Verbs
The hat joins Mario's huge jump toolbox, which rewards players who master it.
- Hat moves chain into Mario's existing jumps. 4:49
- Odyssey's list includes the long jump, triple jump, wall jump, ground pound jump, two somersaults and the dive.
- A long jump, hat throw and dive covers a huge distance.
- A second throw and dive can cross whole gaps between buildings in New Donk City.
- Mastery of the controls is rewarded. 6:16
- Some areas are reachable only with real skill, and Nintendo places rewards there.
- Late-game Koopa races let skilled players go off the track using different jumps.
- The main game stays easy, with harder challenges added after the credits.
6:46 Making a Mechanic the Core of the Game
A single central mechanic shapes the controls, the look and the characters, so every part of the game feels connected.
- The controls protect the hat throw from actions that halt the game. 7:04
- Talking to characters and calling a Jaxi use the A button, so players never throw the hat by accident.
- Many coin blocks now sit on the ground, which shows this is a game about throwing, not jumping.
- Motion-controlled moves also exist, but they don't work in portable mode.
- They are almost entirely optional, so the three-button core stays intact.
- The look of the game echoes the mechanic. 8:13
- Splatoon's punky style came from its graffiti-like ink.
- Sunshine's tropical mood came from its super soaker gameplay.
- Odyssey has hat-like creatures, a hat-based kingdom and hat-shaped aircraft.
- The more hats a boss wears, the harder it is.
- Nintendo turns odd mechanics into characters so they feel organic. 9:02
- Mario 64's camera became a Lakitu cameraman.
- In Galaxy, a Luma popping up under Mario's hat shows the spin has recharged, so no interface is needed.
- This isn't even Nintendo's first talking hat.
- Motokura says the team asked what location would be fun for each play idea.
10:10 Mario: Breath of the Wild
Odyssey's sandbox kingdoms borrow the curiosity-driven exploration of Breath of the Wild.
- The kingdoms work like Mario 64's sandboxes but feel close to Zelda. 10:15
- Both games dot the world with intriguing sights that tease you to explore every corner.
- Mario's stages are more densely packed than sprawling Hyrule.
- Collecting a moon no longer sends you back to a hub world.
- You keep bouncing around the level, sniffing out more collectibles, and there are far more of them than before.
10:48 Removing the Hat
Taking a powerful tool away tests players and adds surprise.
- Nintendo gives a strong tool, then removes it to see how you cope. 10:56
- Explosive enemies grab your hat and fly back at Mario.
- These moments force you to use Mario's other abilities.
- Or they add a new wrinkle to how the game has worked so far.
- The same trick appears in other Nintendo games built around one mechanic.
11:25 Conclusion
Odyssey is the result of Nintendo's core design philosophies applied together.
- Combined, those philosophies produce a cohesive game that is one of the year's best. 11:38
- The philosophies cover level design, difficulty and game mechanics.
- The result is endless curiosity, fully explored mechanics, versatile movement and cohesion.
- Even the weirdest elements feel part of a greater whole.
- The game isn't perfect, but it rewards anyone studying Nintendo's design.
In the growth library
Mark Brown, creator of Game Maker's Toolkit. Shows how Nintendo built Super Mario Odyssey around one core mechanic, the hat throw, and let it shape the moves, the puzzles, the controls, the look and the level themes. The hat throw that works as attack, capture, platforming tool and world interaction at once is the example worth watching.
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