Just like Breath of the Wild before it, the worlds in Super Mario Odyssey do not stop at the level boundaries. Indeed, whether it’s the distant metropolis of New Donk City or the giant dome of Steam Gardens, the backgrounds to the very levels sometimes seem even more intriguing than many of the places you actually visit.
As a result, the game’s basically crying out for a Boundary Break episode about now. It’s one where a free camera hack and a bit of time seems like it could find hundreds of interesting details and secrets in the distance.
Problem is, the Switch hasn’t been hacked yet. Or at least, it hasn’t been hacked enough for free camera codes to be made available for its games.
This means that Shesez cannot make a video on it, and nor can any of the other people out there talking about off camera secrets like Slippy Slides either.
Well, unless they realise that a free camera isn’t the only way to get this information. Nope, snapshot mode and out of bounds glitches can give you a pretty good look beyond the boundaries too! Which is why in this article, we’ll be doing just that.
So, sit down, get the tea ready and keep reading to see just how Mario Odyssey’s kingdoms work beyond the view of the player!
Starting with the first kingdom you encounter in the game, the Cap Kingdom. Yeah, we know. It’s technically not the first on the list, but hey that’s postgame content for you, and we’ll be delving into that one later in the article.
Either way though, going of bounds here reveals some interesting little tricks the developers used to set up various mechanics in the level. For instance, you know that pond that appears near the shop? Do you ever wonder just where the water comes from there?
Well as it turns out, the answer is exactly what you’d expect:
The water just sits under the ground, and removing the stake raises the layer up so it covers the hole and creates the pond. It’s pretty much what you’d expect from a setup like this one, but it’s nice to have confirmation none the less.
However, what’s less expected is how Nintendo coded the poison pit in the Paragoomba bonus room. You see, here the poison appears to go off screen, with the poison river passing through a gate and off into the distance. Based on this, you’d assume it’d just cut off shortly afterwards, perhaps with a V shaped endpoint like in so many other games.
And you’d be right… initially.
However, if you wait around out of bounds a bit (say, half a second), then even more poison materialises underneath you! Yep, for whatever reason Nintendo coded the poison river to spawn based on the player’s coordinates in the level and set it up so going further and further out of bounds would just make the river longer and longer to make up for it. It’s a very weird trick, especially when you consider that the river neither dynamically loads when you’re in the room nor is meant to be encountered past the walls of the area. Guess their poison spawning mechanics originally had a few more uses planned out!
Still, enough with the Cap Kingdom for a moment since there’s really not much more to be seen there. In the Cascade Kingdom however, there is a rather… interesting discovery to be found outside the main playing field. You see, if you clip through the wall near the waterfall and make your way around, you eventually land on this invisible platform. It’s a round platform that’s basically about the size of the Odyssey, and it’s never encountered while playing normally.
Or at least, that’s what we initially thought. In fact, it seems like the mystery platform is in fact the Odyssey. The version found when you first visit the kingdom.
Cause ya see, on the first visit, the Odyssey is found broken down just after the bridge. It’s then reactivated, which removes it from that location and puts it back at the start of the kingdom like normal. For whatever reason though, Nintendo seemingly couldn’t just remove the collision for the thing, so they just plonked the whole kaboosh outside the map and left it there for safekeeping. Interesting development tactic there.
Well, it’s that time of year again. Yup, it’s April 1st, or April Fool’s Day for the internet population. And like every other year, that means plenty of jokes and fake announcements from game developers, publishers, critics and others in the gaming industry.
So here at Gaming Reinvented, we’ve decided to list them all. From Mario Wiki to Pokemon and Square Enix, here are today’s coolest April Fool’s Day jokes!
Games Industry Jokes
Starting with a few from actual game developers and companies. Such as Capcom’s Mega Man ones…
Fake Robot Masters from Mega Man 11
Which in Japan, means a bunch of fake Robot Masters supposedly included in Mega Man 11. These include the somewhat Indiana Jones inspired Whip Man, what appears to be Guts Man in a business suit and… this weird office lady robot:
Yeah, they’re all parody shout outs to other media.
Date My Robot Master
Which is 100% not the case with Capcom’s US joke. Oh no, in that one they announce a Mega Man dating sim called ‘Date My Robot Master’. Yes, it really is as ridiculous as it sounds. After all, who could possibly believe this could be real?
Get ready for love! Introducing Mega Man: Date My Robot Master!
No one, that’s who! Mega Man has never and will never do anything that ridiculous, he just can’t…
Oh, forget it. If Mega Man Football was real, then in some alternate universe a Mega Man dating sim could have been real too.
But it’s not, moving on…
Final Fantasy XIV Online GO
Namely to Square Enix’s jokes. Of which their first one was a Final Fantasy XIV spinoff inspired by Pokemon GO.
And their second one was… this thing. A trailer for a non-existent retraux game called Maganai Fantasy:
Which was actually pretty cool looking to be honest. After all, who could ever say no to a new classic style Final Fantasy? One with 8-bit sprites even?
Not us, that’s for sure!
The Team Rocket Takeover
As for Nintendo, well they did a few things for today themselves. Like having Team Rocket take over their website and social media accounts for the day, in the most glorious fashion possible:
Pokemon GO Sprites
Whereas Niantic Labs decided to replace many of the Pokemon graphics with sprite-based versions for a ‘retro’ look. Eh, pretty neat, though the lack of changes to the map and actual encounter setup hold it back from being truly awesome.
As you may know, the Mario franchise is no stranger to controversy. Oh sure, the platformers and party esque spinoffs tend to be lighter in tone and it’s probable the new movie will follow suit, but outside of the mainstream there’s some pretty messed up stuff. Stuff like:
A comic where Wario teams up with movie monsters to destroy a bunch of Nintendo characters, and where Mario becomes the world’s most evil looking version of Van Helsing to take them down.
Mario & Luigi Partners in Time in general, with its peaceful setting annihilated by murderous aliens (at Christmas!)
Dimentio’s plans to destroy all worlds by backstabbing everyone and killing them mid cutscene
As well as things like these amusing ‘fact’ cards featuring Mario and co partaking in real world topics. Like say, learning about Hitler and the Holocaust:
But it turns out even then, there may be something even weirder in the Mario franchise’s past. Something that makes even the likes of Partners in Time and Super Paper Mario look like Yoshi’s Story. Something which if published today, would get the attention of every moral guardian on the planet in short order.
That my friends, is Shitamachi Ninjō Gekijō. Haven’t heard of it? Well that’s because a Nintendo licensed ‘magazine’ released on the Satellaview, an obscure Japan only add on for the SNES. But what’s notable about this product isn’t its obscurity. It’s the fact it’s probably the only example of a Mario work featuring ‘sexual’ content.
Yup. We’re not joking.
This is an official Mario product where Mario catches Peach and Toad getting it on, beats the crap out of the former to the point of killing her and goes for a smoke afterwards. That’s kind of the setup here. How much ridiculously ‘lewd’ seeming jokes can we make about Mario characters?
It’s like the sort of thing you may expect on some random internet comedy site. Or maybe a dark version of Robot Chicken.
Of course, this being the early 90s and the product having a production budget of roughly £5, it’s all done with Mario plush toys in a setup that looks absolutely laughable by today’s standards (and which probably wasn’t particularly entertaining back then either).
But hey, it existed at some point. Nintendo really did license out the Mario brand to someone willing to make sex and tobacco jokes with it.
And given it was at the same time as the video game violence controversies in the US, it’s almost kind of ironic in a certain sense too. Who knew that at the same time that Nintendo was railing against Sega and Mortal Kombat, they were releasing comedy games with Mario characters in sexual situations, tobacco usage and domestic violence? Do as we say, not as we do?
Ah well. Guess no one is 100% consistent, especially not in business.
However, what do you think about the whole deal? Do you find it ‘interesting’ that this is an official product? How could it have been received if it was released in the US around that time?
Post your thoughts here in the comments or over at Gaming Latest today!
But with the introduction of the Champion’s Ballad DLC, another very interesting area has opened up to us too. Namely, the ‘secret rooms’ outside of the Ruvo Korbah shrine.
You see, like every other Test of Strength shrine in the game, the Ruvo Korbah shrine contains various rooms and passageways outside of the normal playing area. That’s because like said areas, it’s presumably been built using a generic shrine room as a base, with the actual playing field suspended above it as a development shortcut.
However, because said shrine isn’t a typical Test of Strength (instead being a ‘Major Test of Strength +’ situation), it actually contains even more intriguing secrets than normal.
Like for instance, this pool of water found under much of the floor. It’s not an escapable area and it doesn’t really lead you anywhere, but it does seem to be entirely pointless given the structure of the level around it. I mean, this isn’t straight underneath the floor for the ice effect. Nor are there any pools the player should be swimming in anywhere in the level.
So, there’s no reason for this pit to exist. Yet somehow it does, and in a structure so convolutely complicated it makes you wonder just what Nintendo was thinking here.
After all, right next to that pool of water is another one round the edges of the room. Like with the small one, this has no obvious escape point (or connection to the surface layout), yet it still seems to exist about 50 feet below the surface of the area.
And that’s not all that’s down there either. Oh no, as it turns out, there’s another layer of water just underneath the concrete floor too. However, this one does lead to various areas just outside of the waters, as well as this ominous gap near the back wall of the shrine:
What’s down there?
Well believe it or not, ANOTHER gigantic room you never usually explore in normal gameplay. This one has something interesting by the back wall though.
Namely, an area where Link just drops dead for no apparent reason. What’s more, he doesn’t just fade out and respawn at the entrance either, he respawns straight on this random death barrier and gets stuck in an endless death loop. This means that anyone who goes here literally cannot do anything close the game via the home button, since the cycle gives you no opportunity to even bring up the inventory or map screen.
A couple of days ago, a very interesting bug was found in Super Mario Odyssey. Located in the Snow Kingdom, this glitch lets players break out of the main room next to the race track, and end up exploring the track itself on foot. Here’s a video showing it in action:
So what’s out there anyway? What’s beyond the wall in Shiveria?
Well. Quicksand for some reason. Yep, all that snow on the side of the racetrack actually acts like quicksand when Mario stands on it. Why? Not sure really. I guess Nintendo thought it’d be a quick way to slow players down if they went off track?
Maybe, though it still doesn’t make much sense when you think about it. The Shiverian you Capture in this kingdom doesn’t sink into the quicksand, and they’re not controlled in many areas outside of the race track to begin with. Wouldn’t it make more sense to set up a new object that only slows them down in the race and doesn’t require special coding to avoid having the player die mid race?
Eh, who knows. Either way, the use of quicksand is hardly the only interesting quirk you can find out here. Oh no, another one which defies explanation is the whole death barrier set up for the area in general.
Because if you try and have Mario walk around the track, he dies in seemingly random spots for no apparent reason. Like with the quicksand, there’s no logic behind these; they don’t do anything in the actual race.
So why are they there? Why have a kill zone about 10 metres after the start line and another one about ten metres to the North West of it?
It just doesn’t make any sense. The player will never normally reach this area, and if they do there’s no harm in them exploring it. Again, a weird coding decision on Nintendo’s part, and one that doesn’t seem to help anything in-game.
Still, it does give a possible hint towards the game’s development. Why? Because from what we can tell, it’s far more difficult to reach the Iceburn Cup circuit in the level the same way. In most cases, Mario just dies before hitting solid ground, despite clearly being above it.
This implies that the death barriers around the courses may not have been in the initial plans for the level, and that at one-point Mario may have well have been meant to explore part of them by foot. Remember, games tend not to have solid ground outside of their boundaries, especially for areas the player immediately gets booted out of in normal gameplay (like here in the races). Similarly, they also tend to block off areas the player isn’t supposed to reach with failsafes like instant kill zones.
The fact Nintendo did not do this here speaks volumes about the game’s plans.
As do some of the weird collision objects you can encounter in the crowds. For instance, you see that flagpole over there to the right?
Well for some odd reason, it actually adds like a wall and a short ledge you can stand on. Like, a ledge that goes up to about one fifth of the pole’s height.
And that makes us wonder… is this area’s design another late change? Because it almost seems like a winner’s podium or raised crowd box was meant to be over there, not a giant flagpole you seemingly can’t fly or do anything else.
So check out the videos of the glitch online, try it for yourself and show us what you find in this area. Because despite appearances, it’s clear there’s more to the Shiveria race tracks than meets the eye!