Super Mario Odyssey had a total of 17 scenes, including the Hat Country, the Waterfall Country, the Sand Country, the Lake Country, the Forest Country, and so on. Each scene had a certain number of moons, and more moons would be unlocked after clearing them.
The total number of moons in Super Mario Odyssey was more than eight hundred and sixty, and there were even more gold coins and special currencies. These elements were hidden in various hidden locations on the map. To reproduce them would require a large number of Memory Playback Potions.
Fortunately, Chen Mo had a lot of stock, so it was enough. Otherwise, he would have to plan the levels from scratch.
Super Mario Odyssey was a box game. Each small scene was relatively independent, so it wasn't particularly complicated to make. After planning all the props and placement of monsters, the difficulty of development was greatly reduced.
When writing the design concept, Chen Mo could feel that the various elements were very complex with the help of the Memory Playback Potion. One could imagine how much effort it would take to actually make it.
In addition, there were a lot of hidden Easter eggs in the game. For example, in Metropolis, this level was filled with Donkey Kong Easter eggs. For example, the taxi in the city had a license plate of 1981-nd, which was probably to commemorate the debut of Mario and Donkey Kong in 1981.
In addition, there were a lot of background music in Super Mario Odyssey that were also Easter eggs. For example, the mini car in Metropolis had the same music as the card game in Super Mario III. At the beginning of the mini car race, there was also the background music of Super Mario Kart.
Obviously, the players in the parallel world couldn't understand these Easter eggs, which was a pity.
However, Chen Mo certainly couldn't bring the entire Mario series over, because some of the Mario games were actually a bit outdated in the parallel world, so there was no point in bringing them over.
These Easter eggs could be seen as part of Super Mario Odyssey's content. As a diverse addition to the game, it wasn't a bad idea. After all, in Chen Mo's previous life, many people had never played the previous Super Mario games, but that didn't affect their love for Super Mario Odyssey in the slightest.
He believed that many players would be very surprised when they encountered the two-dimensional foil attack, even if they hadn't played the first Mario games.
Apart from that, Chen Mo was also very detailed about the art and music styles.
Including the background music, Chen Mo wrote out all the important background music melodies for the game, only some details needed to be refined.
…
Soon, the design concept was completed. Chen Mo gathered everyone for a meeting.
Everyone had heard some rumors about this new game, but they were more interested in the fact that Chen Mo said it would be a handheld game. But what did a handheld game look like?
Soon, Chen Mo answered everyone's doubts.
This design concept consists of two parts, one of which is a
The other part was the design concept draft of Super Mario Odyssey.
Obviously, these two concept drafts together would allow everyone to better understand why this game was best suited for handheld consoles.
Chen Mo first introduced the functions of the buttons on the two joysticks. For example, the left joystick controlled the movement of the character, and the right joystick controlled the view; it could squat, run, throw hats, and jump.
At the same time, players could wave the controller to make some special gestures, and Mario could do some special actions. For example, when climbing, if you wave the controller, you can make Mario climb faster.
Apart from that, there were also more complicated moves such as triple jumps, long jumps, rolls, body attacks, crashing, back flips, side flips, and so on. Each move had a corresponding button and gesture.
This made everyone's eyes light up.
Qian Kun said with a hint of surprise, "Manager, the moves in this game are so complicated, even more so than some VR games!"
Chen Mo nodded, "Yeah, VR games wouldn't have such a complicated movement system, as there's too much information to be recorded. If it was really made, it would be very tiring for the players."
Zheng Hongxi nodded, "That's right. I also think that this game is very suitable for the handheld platform. This is because the capacity of this game is relatively large. It's hard to carry on a mobile phone. However, if it's placed on a PC, it's not portable enough."
Chen Mo laughed, "Also, the joystick feels better than the mouse. You'll see when it's made."
Su Jinyu said, "I also think that if it was made into a VR game, the third person perspective wouldn't be suitable. It wouldn't be able to make the most of the immersion on a VR platform."
Obviously, everyone had a deep understanding of the game. After Chen Mo showed them the design concept, everyone understood Chen Mo's intentions without any problems.
It was obvious that this was a game made for the Switch. Including the game's storage, features, controls, and so on, they all fit perfectly with the handheld console.
What was even more shocking was that Chen Mo's game had a very high completion rate. Although Chen Mo's previous design concepts were all very complete, this design concept seemed to be so complete that it made one's hair stand on end.
The location of the gold, special currency, and the moon for each level, as well as the distribution of monsters, and even the placement of various objects were all clearly written. Through these complex checkpoint maps, most people could even imagine the challenges that the protagonist would have to face when he came to this checkpoint and the way to clear it.
The game's art style and background music were also written clearly, and there was even a theme song for the game.
It could be said that each level had its own unique features, and each level was different.
Moreover, the special gameplay related to the hat was also very novel.
In the game, the hat was Mario's partner. Apart from being a means of attack, it could also be used with Mario to make some very complicated moves. Moreover, the hat could be attached to other small animals, which greatly increased the game's playability.
This meant that players could control as many special units as there were small animals in the game. Moreover, the skills of these small animals would complement the levels, making the game even more interesting.
Chen Mo said, "The main thing about this game is that the levels are a bit more difficult and complicated to make, but I believe that everyone will be able to handle it.
"Also, I hope that everyone can maintain a childlike innocence when making this game. The unique thing about this game is that it completely strips away the heavy makeup on the market, and restores the most basic fun of the game.
"Super Mario Odyssey should be something that children in their teens and middle-aged people in their forties and fifties can enjoy. Everyone must keep this in mind, and always remind yourself to maintain a childlike innocence when designing."
Qian Kun said, "Manager, this handheld seems to be quite interesting. Will we be porting some of the bigger games to this handheld in the future? For example, some big VR games? "
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