Super Mario Odyssey: Difference between revisions

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Undo revision 4202660 by 136.52.51.53 (talk)
(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.)
m (Undo revision 4202660 by 136.52.51.53 (talk))
Tag: Undo
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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)
|-
|-
|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-Metro.jpg|100x100px]]<br>[[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 Moon Moon 37.png|100x100px]]<br>[[Giant Swing (object)|Giant Swing]]
|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 SMO.png|100x100px]]<br>[[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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