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Nintendo101 (talk | contribs) (I feel like it'd be rude to do a big overall all in one go, so here are revised "non-playable character" and "item and objects" sections.) |
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!width=10%|Action | !width=10%|Action | ||
!width=25%|Single-player controls<br>(dual Joy-Con or Pro Controller) | !width=25%|Single-player controls<br>(dual Joy-Con or Pro Controller) | ||
!=25%|Two-player controls<br>(horizontal Joy-Con) | !width=25%|Two-player controls<br>(horizontal Joy-Con) | ||
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|Camera control | |Camera control | ||
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|Objects that rock slightly when struck by Cappy or jumped on, but are not sent flying and fall back into place. Hitting one sometimes releases a coin. Most kingdoms have an iteration of this object that matches the topography. Examples include: potted succulents, construction barriers, [[bin]]s, trashcans, tables, [[barrel]]s, and easels. | |Objects that rock slightly when struck by Cappy or jumped on, but are not sent flying and fall back into place. Hitting one sometimes releases a coin. Most kingdoms have an iteration of this object that matches the topography. Examples include: potted succulents, construction barriers, [[bin]]s, trashcans, tables, [[barrel]]s, and easels. | ||
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|align=center style="background:#FFFFFF"|[[File:Slots | |align=center style="background:#FFFFFF"|[[File:SMO Screenshot Slots.jpg|100x100px]]<br>[[Slots]] | ||
|A game hosted by [[Tostarenan]]s in several kingdoms. Individual slots cycle between three images of an item. Striking the image projected by a single slot causes it to stop. Getting all slots to stop on the same image rewards Mario with the item. | |A game hosted by [[Tostarenan]]s in several kingdoms. Individual slots cycle between three images of an item. Striking the image projected by a single slot causes it to stop. Getting all slots to stop on the same image rewards Mario with the item. | ||
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|Pressing a P Switch causes a Flower Road to form a nearby bridge across [[pit|bottomless pit]]s. It gradually recedes at the rear and will disappear beneath Mario's feet if he does not keep pace with it. | |Pressing a P Switch causes a Flower Road to form a nearby bridge across [[pit|bottomless pit]]s. It gradually recedes at the rear and will disappear beneath Mario's feet if he does not keep pace with it. | ||
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|align=center style="background:#FFFFFF"|[[File:SMO | |align=center style="background:#FFFFFF"|[[File:SMO Screenshot Giant Swing.jpg|100x100px]]<br>[[Giant Swing (object)|Giant Swing]] | ||
|Pendulous blocks that swing across empty space. They are briefly parallel with the ground at the fullest arch of the swing, allowing them to briefly be stood on. | |Pendulous blocks that swing across empty space. They are briefly parallel with the ground at the fullest arch of the swing, allowing them to briefly be stood on. | ||
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|Iron girders extend over bottomless pits and create narrow gaps between which Mario can [[Wall Jump]]. Some girders are hollow and can be entered, while others are [[Swinging Scaffolding]]s suspended by chains. In 2D areas, [[Donkey Kong]] tosses [[barrel]]s down girders. | |Iron girders extend over bottomless pits and create narrow gaps between which Mario can [[Wall Jump]]. Some girders are hollow and can be entered, while others are [[Swinging Scaffolding]]s suspended by chains. In 2D areas, [[Donkey Kong]] tosses [[barrel]]s down girders. | ||
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|align=center style="background:#FFFFFF"|[[File:Hill | |align=center style="background:#FFFFFF"|[[File:SMO Screenshot Hill.jpg|100x100px]]<br>[[Hill]] | ||
|Metal columns carried by a lava flow. They are pushed deeper into lava as they pass under grating, but rise back up. | |Metal columns carried by a lava flow. They are pushed deeper into lava as they pass under grating, but rise back up. | ||
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