Super Mario Odyssey (NSW)

スーパーマリオ オデッセイ
©2017 Nintendo

Nintendo Switch (NSW)


Nintendo Entertainment Planning & Development Division (EPD) - Production Group No.8


Additional Work:

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Super Mario Odyssey is a 3D platform game in which players control Mario as he travels across many different worlds, known as "Kingdoms", on the hat-shaped ship Odyssey, to rescue Princess Peach from Bowser, who plans to forcibly marry her. The Kingdoms in the game return to the exploration-based level design featured in Super Mario 64. Each Kingdom has Mario searching for and clearing various objectives in order to obtain items known as Power Moons, which can power up the Odyssey and grant access to new Kingdoms. Checkpoint flags littered throughout each Kingdom allow Mario to instantly warp to them once activated. Certain levels feature areas called "flat" zones, where Mario is placed in a 2D side-scrolling environment similar to his appearance in the original Super Mario Bros. In addition to his existing moves, like triple-jumping and wall-jumping, Mario can throw his cap, the physical form of a hat spirit named Cappy, in multiple directions to attack enemies and use as a temporary platform. When the cap is thrown at certain objects, enemies, or non-playable characters, Mario is able to take possession of them, referred to as "capturing", allowing him to use unique abilities. For example, Mario can possess a Bullet Bill to fly across large gaps, a bolt of electricity called a Spark Pylon to climb up electric wires, and a tank called a Sherm to fire at enemies and break blocks for passage. Some actions can be accelerated by using motion controls in the Joy-Con controllers, but the game is otherwise fully playable when the Joy-Con are attached to the Switch console. Throughout the game, Mario can pick up coins, including purple ones unique to each kingdom, to spend on items such as new hats and outfits, some of which are required for completing certain objectives. The game uses a health system similar to the Super Mario Galaxy games, although Mario has unlimited lives; the only penalty for dying is paying up to ten coins. The player can also collect items known as 'Life-Up Hearts' which grant three extra hit points. The game also features cooperative play, in which a second player takes control of Cappy and can attack enemies independently of Mario.

Developed inhouse at Nintendo's Tokyo R&D Facility, conception of Super Mario Odyssey began after Super Mario 3D World released in late 2013. Under director Kenta Motokura, the team experimented to find fun concepts based on the series' "theme of surprise". For example, the team found that throwing a hat was the most pleasing action to perform with the Joy-Con controller, resulting in the hat "capture" game mechanic. The brainstorm resulted in a large number of eccentric prototypes, and the development team sought to incorporate them by orienting the game as a series of dense, sandbox environments. This led to the game's varied kingdom environments, each with unique game mechanics. The development team prioritized the city environment when selecting which environments to represent in Super Mario Odyssey. The team wanted a familiar aspect from the series to anchor players in the novel setting, and so chose Pauline, a character who first appeared alongside Mario in Donkey Kong, to be the mayor of the world known as New Donk City. Some of Mario's in-game costume options reference his various prior appearances in other games of the series, such as Mario's Picross and Super Mario Maker. Shigeru Miyamoto, the series' creator, was not involved in the game's daily decision-making, but rather served as an executive producer, with the development team consulting him on the best ways to express game concepts. Miyamoto's feedback was specific, offering suggestions rather than ultimatums, but was highly supportive overall

Super Mario Odyssey received "universal acclaim" according to review aggregator Metacritic.[50][c] Edge praised the inventiveness of the game's new ideas and the risks Nintendo had taken to deviate from the established formula of Mario games, which they believed had paid off. They likened the game to Super Mario 64 and called it the spiritual successor that had previously not yet been achieved. The magazine also complimented the introduction of Cappy and the capturing mechanic, which they called the most versatile ability in the Mario series to date, and enjoyed how the ability allowed Nintendo to reinvent a number of their favorite gameplay activities. Famitsu gave the game a score of 39/40, the same as Super Mario 64 and the highest score for a 3D Mario game since then. Perfect 10/10 scores were also awarded by IGN and GameSpot, who both praised the game's originality. The game won the award for "Best Switch Game" in Destructoid's Game of the Year Awards 2017. It also won the awards for "Best Platformer" and "Best Original Music" in IGN's Best of 2017 Awards, whereas its other nominations were for "Game of the Year" and "Best Switch Game". It was also nominated for "Switch Retail Game of the Year" and "Overall Game of the Year" by both reader and staff votes in Nintendo Life's Game of the Year Awards. The game also won the Game of the Year award at the National Academy of Video Game Trade Reviewers award event, where it won all but one of the categories it was nominated for.

Production Staff:

Yoshiaki Koizumi, Koichi Hayashida

Kenta Motokura

Planning Director
Futoshi Shirai

Level Design Lead
Shinya Hiratake

Level Design
Satoshi Harayama, Hiroaki Hishinuma, Yuichi Iwasa, Haruka Kakinuma, Yuka Kitahara, Yusuke Nodama, Toshihiko Okamoto, Eisaku Sato

Level Design Support
Kazuki Ishikawa, Shuta Murakami, Shuya Suzuki

Script Design
Hiroaki Hishinuma, Emiko Yanai

Program Manager
Takeshi Hayakawa, Kiyoshi Takeuchi

Program Director
Norihiro Aoyagi

Program Lead
Wataru Tanaka

Character Program Lead
Katsuyasu Ando

Character Program
Hayato Ichino, Tatsuya Kurihara, Kazuhiro Musa

Environment Program
Ryo Kawasaki, Takahiro Miyawaga, Kento Sakai, Tiago Sonobe

VFX Program
Satoshi Miyama

UI Program Lead
Hideyuki Sugawara

Graphic Program Senior
Hirokazu Matsuda

Graphic Program Lead
Yosuke Mori

Graphic Program
Tatsuya Kurihara

Camera / Character Program
Yusuke Kitazono

Game Sequence Program
Yotaro Kiriyama

Cutscene Program
Masakaze Sato

Network Program Lead
Tatsuro Ota

Art Manager
Daisuke Watanabe

Art Director
Rikuto Yoshida

Concept Art
Asami Inoue, Akane Yoshida

Field Art Lead
Naoki Mineta

Field Art
Takashi Abe, Koji Aoyama, Kazuyuki Endo, Yoshikazu Hara, Kazunori Hashimoto, Hanako Hisada, Takeshi Hosono, Asami Inoue, Jun Ishioka, Mio Kikuchi, Youngseok Kong, Yoko Maruta, Seiga Mizutamari, Naoya Nihei, Atsushi Nishibori, Mayako Sugimoto, Risa Sugimoto, Jun Tanaka, Takayuki Yaeno

Field Modeling
Kaori Furukawa, Haruki Haramaki, Yoko Homma, Daiki Ito, Futoshi Kimura, Yasuo Kumakura, Nobuaki Kuroda, Naoki Kuroshima, Takuro Nakamaru, Yusuke Narikiyo, Shunpei Sakaguchi, Satoshi Takahashi, Mizuho Wada

Character Art Lead
Sho Murata

Character Art
Yotaro Doi, Akiko Hirono, Sosuke Honda, Daisuke Ito, Mayumi Ito, Masayuki Kawakita, Kyoko Kawasaki , Takafumi Moro, Misaki Nasu, Mika Nobemoto, Ikki Oikawa, Koki Sasaki, Haruka Seko, Mizuki Tatsuno, Jumpei Yamashita, Akane Yoshida

Character Modeling
Masahiro Arimitsu, Shuhei Ishii, Takumi Tominaga, Ataru Yamada

Character Animation
Noboru Hayashi, Keiichi Nagao, Wataru Neoi

Cutscene Art
Mizuki Tatsuno

UI Design Senior
Yasuhiko Matsuzaki

UI Design Lead
Yuki Nakamura

UI Design
Mei Ide

VFX Art Lead
Junki Ikeuchi, Hirotaka Tanikawa

Keijiro Inoue, Keisuke Nishikawa, Sayaka Nishimura, Kazumi Yamaguchi

Art Management Support
Takayuki Yaeno

Sound Manager
Mahito Yokota

Audio Director
Shigetoshi Gohara

Music Lead
Naoto Kubo

Shiho Fujii, Koji Kondo

Sound Progam
Wataru Tanimura

Character Sound Design
Nobuyoshi Suzuki

Field Sound Design
Hiroki Araya

Player / UI Sound Design
Yuki Tsuji

Cut Scene Sound Design
Shunsuke Hongo, Hiroki Taniguchi

Junya Hiramatsu

Technical Adviser
Takuhiro Dohta, Shigetoshi Kitayama, Naoki Koga

Technical Support
Toru Inage, Shotaro Iwanaga, Yuta Ogawa

Game Tool Development
Hitoshi Kanetani, Toyoki Kataoka, Ryota Maruko, Yoji Okudera, Yoshihiko Sakuraba

Graphic Tool Development Lead
Wataru Mikami

Graphic Tool Development
Tomonori Hiraishi, Yuichi Kurata, Shota Shimada, Tohru Yoshio

Graphic Tool Adviser
Yoshiyuki Sawada

Art Support
Hiroki Sano, Chiaki Uchida

Network Support
Keishi Asa, Noritaka Otsuka, Kimihiko Shimomura

Quality Assurance
Yoshikazu Tanaka, Seitaro Torigoe, Takaaki Ueno

Action Guide Editor
Aki Sakurai, Yuri Yamane

NOA Management
Richard Amtower IV, Nathan Bihldorff, Ann Lin, Reiko Ninomiya, Tim O'Leary, Scot Ritchey

NOA Localization
Billy Carroll, Raymond Elliget, Steven Grimm, Robert Heiret, Anne-Marie Laperrière, Sol Plata Loera, Karina Mora, Edward Lee Murray, Erin Peterson, Morgan
Ritchie, Galia Rodríguez Hornedo, Kindra Timmerwilke, Robert Tunstall

NOA Product Testing
Kriangkrai Buapetch, Andrew Kolden, Miyuki Matsunaga, Ivan Samoilov, Marko Wallenius

NOE Localisation Producer
Federico Maggi, Kevin Murray

NOE Translation
Adriano Antonini, Victoria Becker, Valérie Damour, Helge Friedrich, Laurent Godinot, Carsten Harmans, Sarah Kelly, Araceli Mazón Figueroa, Jessica Morandi, Pedro José Moreno Villar, Alexey Nikitin, Sara Sáinz Nieto, Emanuele Tonetti, Suzanne Turgeon

NOE Quality Assurance
Daniele Alibrandi, Markus Engemann, Joachim Lust, Andrea Marino, Daniel Picazo Millán, Yannick Simonklein, Alla Zinevych

Special Thanks
Hiroshi Arai, Toru Asakawa, Yoshiki Haruhana, Kunihiro Hasuoka, Sayaka Hayashi, Asuka Hayazaki, Mitsuhiro Hikino, Ryosuke Hirayama, Youchi Hirota, Tomofumi Inoue, Gen Kadoi, Tsutomu Kaneshige, Katsuhiko Kanno, Sayo Kato, Ayaka Kawamura, Ilho Kim, Keiko Kinoshita, Makiko Kitazaki, Hitoshi Kobayashi, Takuya Kojima, Paul Logue, Keisuke Matsui, Jeff Miller, Yohei Miyagawa, Saki Murayama, Shigehisa Nakaue, Katsumi Nihommatsu, Rina Nishijama, Yu Ogasawara, Keisuke Okubo, Atsumi Sasamoto, Kaoru Sato, Hisashi Sekoguchi, Yuya Takezawa, Takashi Tezuka, Sanae Uchida, Mayumi Watanabe, Takahiro Watanabe, Akiko Yamaguchi, Kenji Yamamoto, Kenji Yamamoto Yusaku Yamanaka, Yoshito Yasuda, Natsuko Yokoyama, Manabu Yoshida, Shigeki Yoshida, Kazuya Yoshioka, Ryoji Yoshitomi

iQue Engineering, NintendoSDK Development Team, NOA Product Testing Dept.

1-Up Studio Inc., Artsvision Co., Ltd., D.A.G. Inc., Digital Hearts Co., Ltd., Digital Media Lab Inc., Face Music Co., Ltd., Imagica Digitalscape Co., Ltd., Kenproduction Co., Ltd., Mario Club Co., Ltd., Ventuno Inc.

Special Band "The Super Mario Players"

Daisuke Tsujimura

Production Manager
Atsushi Yamaguchi

General Producer
Shinya Takahashi

Executive Producer
Tatsumi Kimishima, Shigeru Miyamoto

Version: Nintendo Switch (WW)
Source: Kyoto Report Investigative Methods. Game Credits. Nintendo JP.
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