Capture
| Capture | |||
|---|---|---|---|
Artwork of Mario capturing a Goomba | |||
| Appears in | Super Mario Odyssey (2017) | ||
| Used by | Mario | ||
| Effect | Uses Cappy to take control of an enemy, creature, or object in the environment and inherit their abilities | ||
| Input method | |||
| Performed after | Cap Throw | ||
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Capture is an ability that Mario gains in Super Mario Odyssey. His Bonneter friend, Cappy, grants him this power when they team up in the Cap Kingdom. When Cappy is thrown at certain enemies, creatures, or objects, such as Goombas, Cappy pulls Mario into the enemy, creature, or object. Once the action is complete, Mario is able to take control of it and use its abilities. Many of these are new to the Super Mario franchise. Captured entities are still Mario in that they can collect items and take damage. The latter depletes Mario's Health Meter. When Mario captures something, that thing gains his hat and usually his mustache, as well as blue pupils or his irises (if it has eyes). Mario can also "de-capture" his host at will when the player presses /
. (In-game, this is written as Release Capture.) If he was capturing an enemy, it is stunned for a while, with some exceptions. Some scenarios prevent Mario from releasing a captured entity.
The warp involved for capturing can occur over any distance. Time is frozen for the animation's duration. While Cappy is on the captured entity, the hat is shown to be Mario's cap and does not correspond to any hats Mario wears. When Mario collects Power Moons not tied to objectives, he is shown outside the entity for the cutscene. When gameplay resumes, Mario is still capturing the entity.
Mario can capture only entities or objects that are not wearing hats (or similar headgear). Sometimes, he is able to remove such a hat by jumping or hitting it with Cappy. Other times, the hat cannot be removed, and capturing is not possible at all. If an instance of an object can be captured when most other versions of it are not, a pin with a question mark icon on it usually sticks out of the top of the object. The pin is usually green, but it has some color variation depending on the object. Certain unique objects, such as Puzzle Parts, have these pins.
Many captures of characters allow Mario to move around freely as them. Even still, there are some restrictions placed. A captured character cannot move into a separate map: they disappear if Mario goes through a Pipe, including 8-bit pipes, and Mario appears on the other side of any transition without the captured character. Only Frogs, Cheep Cheeps, Zippers, and Gushen can touch deep water, so all other characters disappear on contact with it. This means Mario stops capturing the character and pops up as though he released them. This also happens if any character touches lava or poison that defeats Mario instantly. The spikes with yellow bases in Bowser's Kingdom also have this effect, but the only capturable character that can be exposed to these spikes is Pokio. Similarly, the captured character sinking past the death plane of quicksand makes them disappear and therefore makes Mario release them, but the only quicksand in the game is in the Sand Kingdom and the only capturable characters who can fall in are Goombas and Goomba Towers. Captured characters cannot start conversations or read Travel Tips. They cannot ride motor scooters or the Jaxi. Non-player characters are usually scared of enemies, having a different animation and differing text compared to their normal state. Captured characters vanish when collecting any Power Moon that completes an objective because of the resulting cutscene.
In single-player mode, Mario cannot use the Cap Throw while capturing another entity. Therefore, he cannot capture other entities until he releases the first entity. Spark pylons are a exception; if Mario touches one while capturing some characters, he swaps over to the spark pylon. In two-player mode, Cappy is capable of taking off while something is captured, and he can capture another entity. This releases what Mario is currently capturing and swaps to the second entity. However, captured characters cannot cap-jump. Cappy cannot capture other things while Mario is on the Jaxi or a motor scooter. He instead lands then pops back off.
When Mario captures something for the first time, that thing is added to the Capture List, in addition to the Capture Actions section of the Action Guide. The Capture List has a complete list of all 52 of the game's capturable entities, while the Capture Actions list includes only 24 of them. Both menus list out that character's or item's basic actions, but the Capture Actions menu shows a short video of those moves.
Capturing can have a lingering effect on the user, as the first time Cappy and Mario used a spark pylon, Cappy noted that he still felt amped afterward. Capturing is something that all Bonneters are implied to be able to perform. The Power Moons with names featuring the recurring phrase "Hat and Seek" all involve finding Bonneters hidden on people. Dialogue implies they are capturing those people. Two Bonneters in the Cap Kingdom reference capturing. One wishes there was something for them to capture; the other questions if capturing will become popular.
In a music video for "Jump Up, Super Star!", Mario captures a man playing Super Mario Odyssey and a bulldog sitting next to two other players.[1]
Capture List[edit]
| # | Capture | Function | Controls | Has Pin? | Is in Capture Actions? |
|---|---|---|---|---|---|
| 01 | Frog |
Mario can capture a frog to jump extremely high and reach high platforms and places that he could otherwise not reach. | Shake the |
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| 02 | Spark pylon |
Mario can capture spark pylons in order to become electricity and zip across power lines. He can also "de-capture" the pylons at any point, allowing him to drop onto objects below him and reach some otherwise unreachable areas. If there are collectible objects like coins or a Power Moon close to a power line, Mario can leave the power line to collect them; this is done by pressing the |
You can also shake the |
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| 03 | Paragoomba |
Mario can capture a Paragoomba and use it to fly over bottomless pits of fog. | Shake the |
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| 04 | Chain Chomp |
Mario can capture a Chain Chomp and pull back on its chain in order to have it fly off in the opposite direction. This allows him to destroy rocks and other obstacles that Mario could otherwise not destroy himself. | Pull Release |
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| 05 | Big Chain Chomp |
The Big Chain Chomps behave the same as the Chain Chomps; however, they have a longer chain, allowing them to fly further than their smaller counterparts. | Pull Release |
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| 06 | Broode's Chain Chomp |
Mario can capture Madame Broode's Chain Chomp during his encounter with her. It behaves the same as Chain Chomp and Big Chain Chomp, and it is used to defeat Madame Broode. | Pull Release |
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| 07 | T-Rex |
Mario can capture a T-Rex in order to become invincible and destroy stone walls and enemies. However, Mario can only stay as a T-Rex for a short time, as it is too big for Cappy to hold on to for a long time. It has some similarities to Mega Mario. | You can also shake the |
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| 08 | Binoculars |
Mario can capture a pair of binoculars and use them to look around the area and examine his surroundings. This is vital for collecting Power Moons from zooming into floating taxis or Sphynx. | You can also look around with the |
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| 09 | Bullet Bill |
Mario can capture a Bullet Bill and use it to fly around and destroy stone blocks or other objects that he could otherwise not destroy. After a short time, however, the Bullet Bill will explode, releasing Mario and dropping him off where ever it exploded. | Hold Shake the |
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| 10 | Moe-Eye |
Mario can capture Moe-Eyes in order to put on their shades, which allows him to see invisible platforms, Coins, and blocks that he could otherwise not see. Wearing the shades causes the Moe-Eyes to move slower than they do without their shades. | |||
| 11 | Cactus |
Mario can capture a cactus (in the Sand Kingdom) in order to move it out of the way of a glowing spot on the ground, which hides a Power Moon. | |||
| 12 | Goomba |
Mario can capture Goombas in order to stack them into Goomba Towers, which allows him to reach high spots that he could otherwise not reach. As a Goomba, Mario can also interact with Goombette, who will award Mario with a Power Moon as a sign of affection. If Mario approaches the female Goomba in his normal form, it will instead disappear in fear. Goombas' feet are also able to walk across icy surfaces without slipping around. | Shake the |
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| 13 | Knucklotec's Fist |
During the battle against Knucklotec in the Sand Kingdom (and during the rematch in the Mushroom Kingdom), Mario can capture Knucklotec's Fist, which he can use to punch the foe in order to damage him. They control identically to Bullet Bills and Banzai Bills, though Knucklotec's Fist does not explode and instead forces Mario out when it runs out of time. | Hold Shake the |
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| 14 | Mini Rocket |
Mario can capture a Mini Rocket in order to blast off into the sky, where he can find a platforming challenge that awards a Power Moon when completed. He can also capture the Mini Rocket in the sky area in order to return to the main level he came from. | Hold |
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| 15 | Glydon |
Mario can capture Glydon in order to glide across the Kingdoms and reach high areas that are too far for Mario to reach otherwise. | Hold |
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| 16 | Lakitu |
Mario can capture Lakitu and use him to fish for Cheep Cheeps (which award coins or hearts), Big Cheep Cheeps, and Poochy (which award Power Moons). | |||
| 17 | Zipper |
Mario can capture zippers in order to un-zip sections of the level and reveal hidden passages to Coins and Power Moons. | |||
| 18 | Cheep Cheep |
Mario can capture a Cheep Cheep in order to swim faster and better while in the water. If the Cheep Cheep leaves the water, it will bounce around until it re-enters the water, and will disappear if it does not do so quickly enough. As a Cheep Cheep, Mario will not need to come to the water's surface for air. | Shake the |
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| 19 | Puzzle Part (Lake Kingdom) |
Mario can capture a large stone rock in the Lake Kingdom in order to solve a puzzle for a Lochlady, who will award Mario with a Power Moon once the puzzle is solved. | |||
| 20 | Poison Piranha Plant |
To capture a Poison Piranha Plant, Mario must first kick a rock into its mouth, which will then allow Cappy to land on top of the Plant's head (rather than the Piranha Plant eating Cappy). As a Poison Piranha Plant, Mario can spit balls of poison at other enemies or at the ground. | Shake the |
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| 21 | Uproot |
Mario can capture Uproots in order to stretch their legs and reach high places that he could otherwise not reach. Mario can also use the Uproot to break otherwise unreachable Brick Blocks located high off the ground as well as to battle Torkdrift. | Hold Shake the |
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| 22 | Fire Bro |
Mario can capture a Fire Bro to throw fireballs at enemies and objects, which will award Mario with Coins and, rarely, Power Moons. It has some similarities to Fire Mario. | Shake the |
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| 23 | Sherm |
Mario can capture Sherms and use them to fire rockets at enemies and mounds of dirt, which can open up the path to new areas. | You can also aim with the |
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| 24 | Coin Coffer |
Mario can capture a Coin Coffer and use it to fire his Coins at enemies and objects. Mario will also gain 30 free coins for capturing a Coin Coffer. | Shake the |
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| 25 | Tree |
Mario can capture a tree (in the Wooded Kingdom) in order to move it out of the way of a glowing spot on the ground, which hides a Power Moon. | |||
| 26 | Boulder |
Mario can capture a rock (in the Wooded Kingdom) in order to move it out of the way of an alcove on the adjacent tree, which hides some regional coins. | |||
| 27 | Picture Match Part (Goomba) |
Mario can capture a piece of a Goomba picture during the Picture Match mini-game in the Cloud Kingdom. | |||
| 28 | Tropical Wiggler |
Mario can capture Tropical Wigglers and use them to stretch out and reach small platforms and alcoves that he could otherwise not reach. | Shake the |
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| 29 | Pole |
Mario can capture Poles (in the Metro Kingdom) to fling himself large distances and reach high or far areas. | Shake the |
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| 30 | Manhole |
Mario can capture the smaller manhole cover (in the Metro Kingdom) to move it out of the way and access a secret area containing two Power Moons and the bigger manhole cover (in the Metro Kingdom) to move it out of the way and access the Underground Power Plant. | |||
| 31 | Taxi |
Mario can capture a taxi (in the Metro Kingdom), which will take him to a secret night-time area in the Kingdom filled with Sherms and Moon Shards, which Mario must collect to receive a Power Moon. | |||
| 32 | RC Car |
Mario can capture a New Donker (in the Metro Kingdom) to control a small RC Car. Mario can drive the car into a small cage holding a Power Moon. | |||
| 33 | Ty-foo |
Mario can capture Ty-foos and use them to blow away enemies or blocks, which can open access to secret areas. | Hold Shake the |
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| 34 | Shiverian Racer |
Mario can capture a Shiverian Racer in order to participate in the Bound Bowl Grand Prix (in the Snow Kingdom). | You can also shake the |
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| 35 | Cheep Cheep (Snow Kingdom) |
Mario can capture purple Cheep Cheeps (in the Snow Kingdom), which behave exactly the same as regular Cheep Cheeps but grant him an immunity to freezing water. | Shake the |
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| 36 | Gushen |
Mario can capture Gushens and use them to spray jets of water, which can be used to attack and to propel Mario to high ledges where Power Moons can be found. It has some similarities to F.L.U.D.D., particularly its Hover Nozzle. | Hold Hold Shake the |
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| 37 | Lava Bubble |
Mario can capture Lava Bubbles and use them to swim around lava and reach otherwise unreachable areas across the lava sea. | Shake the |
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| 38 |