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Mario's Odyssey Cappy.

i was browsing the Mario Odyssey OT and saw some of the old posts made in regards to the Cappy system. Since the taughts were sparsed across various posts and the OT is mostly inactive i decided to make a new topic to concentrate them in one place in the case someone could find it interesting.

Mario is no stranger to Power Ups and transformations, from his first apperance in games with Donkey Kong to his first debut in action side scrollers, these ability enhancement mechanics have been there in some way. However, the theme, presentation and mechanics have come in many forms: for example the disguises/suits in Mario 3, vehicles in Land, a companion in the form of Yoshi in SMW 1 or the power granting caps featured in 64. We also witness different takes on this videogame concept in many other series within Nintendo itself, like the Yoshi's Transformations in World 2 or Kirby inhaling enemies to gain abilities in Dreamland.

But even as early as Super Mario Bros 1, power ups not only gave the character new abilities but also had an influence in the level's exploration since it let Mario reach new places. The murshroom transformed Super Mario could brake bricks and jump higher to reach new parts of the level that small Mario couldn't, meanwhile the latter could more easily fit in narrower spaces.



Historical perspective aside, we are here to talk a bit about Cappy. At first glance to me it seemed like a variation of Luma that also disguised the power up/costume system of past Mario games with a clever presentation trick. But after a few months of Odyssey release maybe Cappy has proven to add more functionality to the power up and companion system of the series while holding lot's of untapped potential for the future.

Cappy is full of functions, amounting to a 1 input multipurpose mechanic. At it's core, works as a jump modifier and a projectile/physical attack. Clearly inspired by Galaxy "Star Spin" which both doubled as an offensive and jump safety net manuver.

Another thing that brings to the table is a way to streamline and add aditional freedom to Power Ups. The Power Up system becomes less geographicaly dependand since taking the form of enemies means they can be more "naturally" scattered across a level and once captured they can be moved from one position to another far away one opening up even more interaction possibilities.

As we see, Cappy is solving multiple problems with a button, while quite remarkably, control scheme mostly remains the same with it's simple 3 action button setup no matter what power up state Mario is in. This is for a game in which interaction can get really complex. This is achieved by cleverly contextualizing character actions and by layering them on top of the same control scheme. It also makes the Power Up system a bit more flexible as is less location dependent and give players a bit more of freedom with creative use. See the presented Bullet Bills and Gushen examples in the above video. Contrasting this to the original 2D Mario side scroller and this is just 1 more action button for the core control set up that works wonderfully in a far more navigational intrincate game.

The other important issue Cappy solves pertains enemies in 3D mario games. When an extra dimension was added to Mario with 64 enemies became more trivial, they could be easily avoided in a tridimensional open space and their behavior patterns being so simple exacerbated the issue. With Odyssey, since most of the power up system is tied to taking possesion of an enemy with Cappy, the player is forced to aproach and engage them to some extent. Aproach, attack and then Capture.

Contrary to other games, like Mario Sunshine or Galaxy, Odyssey's progression within levels is not intrinsically tied to the power up use. Or to better put it, while indeed many Moons are designed with a power up in mind, the game presents the freedom for many of them to be gained withouth the use of an specific power up. Moons can be gathered with a variety of Captures/Power Ups or none at all. The latter pending of the player mastery of the basic move set.
 
We've been calling him Cummy the Cap in my circle
super_mario_odyssey_scrn02_1280.0.jpg


While I liked Cappy and thought he was an easy vessel and fine storytelling device, some of the moveset was frustrating with motion controls and couldn't be easily or quickly pulled off otherwise. I'm glad they weren't essential to the game, but still would have preferred the devs to focus elsewhere.
 
I found cappy as a mechanic to be very enjoyable. Certainly better than FLUDD or the poltergust 3000/5000. My gripe with SMO is that it took the core collective and watered it down by giving you moons for pretty much everything you do. However watching people come up with crazy acrobatics is the kind of shenanigans that makes odessey so enjoyable. But i do miss the more streamlined power-ups like fire flower, tanooki or cat suit. But i suppose thats what SM3DW is for.
 
Co-op doesn't sound like a lot of fun in Odyssey. I mention co-op to my family and coworkers and they all think it's lame. Sure, the cap is a perfect addition to the Mario universe. It would have probably been hard to include a second player on the screen. I understand it, but opinions are made on the fly.

I've had my issues with Nintendo because they've brought back every power up except the cape. The cape was perfect. Wings on his hat? Ok, the cape can wait. But it's been game after game and still no cape.

The arcade machine for Luigi's Mansion is a lot of fun too.
 
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Cappy is great and it really made my daughter really into the game. The first use of Cappy on the frogs just blew her mind. Super Mario Odyssey is such a great game for young kids, because she's basically at the end of the game, with very little help from me, except against the dragon, which freaked her out (she's 4). For some reason the game was more accessible to her than even Knack or Sonic Generations or Super Mario Bros was to her. To me it's the first Mario game I've finished since SM64, though it still doesn't beat it, due to the hub design and the varied worlds in 64 and the nostalgia.
 
I love cappy.
He is so well integrated into the gameplay that after like half an hour it was hard to remember that this is the first game that he has been in.

Some of the challenge areas you get to by throwing him at those scarecrows (so you can't use him) made me go "ah...right, this is how Mario normally plays like"



I found cappy as a mechanic to be very enjoyable. Certainly better than FLUDD or the poltergust 3000/5000. My gripe with SMO is that it took the core collective and watered it down by giving you moons for pretty much everything you do. However watching people come up with crazy acrobatics is the kind of shenanigans that makes odessey so enjoyable. But i do miss the more streamlined power-ups like fire flower, tanooki or cat suit. But i suppose thats what SM3DW is for.

If there is one change I would have made to odyssey is that I would have divided the main collectables into stars and moons.
Stars you get for completing the main objectives of each world and for some of more challenging or harder to find optional ones.

And moons as a more common one you get for stuff like interacting with a shiny spot on the floor
 
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