Left Stick — Move Mario while walking, running, or rotate in circles to prompt Mario’s “Spin” move. Right Stick — Move the camera independently of Mario’s movement. You can also press this stick to activate first-person mode, though you can’t move while in first-person mode. A or B — Press once to jump, or press and hold to jump higher. If you’re crouched, this button will cause you to backflip. X or Y — Press once to throw Cappy, or hold to make Cappy stay after being thrown. Hold down to sprint when possible. Hold down near an object to hold the object, then release it to throw the object. Press once while crouched to roll. L or R — Re-center the camera behind Mario. ZL or ZR — Hold to crouch, or press once while on top of a pipe to drop into the warp pipe. Plus — Pause the game and open the menu. Minus — Open the map, or close the map if it’s already open. D-Pad Down — Open the screenshot interface to take photos. D-Pad Right — Scan amiibo if available.

Long Jump — Press ZL + B. Causes Mario to jump farther than usual while running. Triple Jump — Press A or B three times at the height of each jump. Allows Mario to jump up to three times in succession. Roll — Hold ZL to crouch, then press Y. Hold down Y to keep rolling. Useful for things like avoiding some traps. Ground Pound — Press B, then press ZL. Causes Mario to slam into the ground. Ground Pound Jump — Press B immediately after executing a Ground Pound. Causes Mario to jump higher than usual. Dive — Press ZL + Y while in the middle of a fall. Causes Mario to dive rather than just landing on either water or underground. Backflip — Hold ZL while pressing B. Mario will flip backward. Quick Swim — When in water, press ZL, then press Y. This causes Mario to move forward. Swim — When Mario’s underwater, press B or A to swim up. Wall Jump — Press B while on a wall. Causes Mario to jump up and away from the wall at an angle.

Long Jump — Press ZL + B. Causes Mario to jump farther than usual while running. Triple Jump — Press A or B three times at the height of each jump. Allows Mario to jump up to three times in succession. Roll — Hold ZL to crouch, then press Y. Hold down Y to keep rolling. Useful for things like avoiding some traps. Ground Pound — Press B, then press ZL. Causes Mario to slam into the ground. Ground Pound Jump — Press B immediately after executing a Ground Pound. Causes Mario to jump higher than usual. Dive — Press ZL + Y while in the middle of a fall. Causes Mario to dive rather than just landing on either water or underground. Backflip — Hold ZL while pressing B. Mario will flip backward. Quick Swim — When in water, press ZL, then press Y. This causes Mario to move forward. Swim — When Mario’s underwater, press B or A to swim up. Wall Jump — Press B while on a wall. Causes Mario to jump up and away from the wall at an angle.

Long Jump — Press ZL + B. Causes Mario to jump farther than usual while running. Triple Jump — Press A or B three times at the height of each jump. Allows Mario to jump up to three times in succession. Roll — Hold ZL to crouch, then press Y. Hold down Y to keep rolling. Useful for things like avoiding some traps. Ground Pound — Press B, then press ZL. Causes Mario to slam into the ground. Ground Pound Jump — Press B immediately after executing a Ground Pound. Causes Mario to jump higher than usual. Dive — Press ZL + Y while in the middle of a fall. Causes Mario to dive rather than just landing on either water or underground. Backflip — Hold ZL while pressing B. Mario will flip backward. Quick Swim — When in water, press ZL, then press Y. This causes Mario to move forward. Swim — When Mario’s underwater, press B or A to swim up. Wall Jump — Press B while on a wall. Causes Mario to jump up and away from the wall at an angle.

Long Jump — Press ZL + B. Causes Mario to jump farther than usual while running. Triple Jump — Press A or B three times at the height of each jump. Allows Mario to jump up to three times in succession. Roll — Hold ZL to crouch, then press Y. Hold down Y to keep rolling. Useful for things like avoiding some traps. Ground Pound — Press B, then press ZL. Causes Mario to slam into the ground. Ground Pound Jump — Press B immediately after executing a Ground Pound. Causes Mario to jump higher than usual. Dive — Press ZL + Y while in the middle of a fall. Causes Mario to dive rather than just landing on either water or underground. Backflip — Hold ZL while pressing B. Mario will flip backward. Quick Swim — When in water, press ZL, then press Y. This causes Mario to move forward. Swim — When Mario’s underwater, press B or A to swim up. Wall Jump — Press B while on a wall. Causes Mario to jump up and away from the wall at an angle.

Capture — Pressing Y to throw Cappy will result in him bringing back to you any capturable animal or opponent. Throw Up — Flick the Switch upward. Throw Down — Flick the Switch downward. Cap Jump — Throw and hold Cappy by holding down Y, then walk forward and press B to jump onto (and off of) Cappy. Homing Throw — Throw Cappy by pressing Y, and then shake the Switch repeatedly again and again. Cappy will automatically lock onto the closest item.

You can also select Resume to pick up where you left off if you have a saved game in progress.

You can also select Resume to pick up where you left off if you have a saved game in progress.

Super Mario Odyssey does a good job of easing you into combat and navigation, so you can proceed if you don’t mind learning as you go.

Using Cappy to extend your jumps (throw and hold Cappy, then press B) will allow you to reach previously inaccessible platforms.

Some opponents can have their hats knocked off by attacking them. Once an opponent’s hat is gone, you can also use Cappy to possess them.

Power Moons will make a twinkling sound when nearby, even if they’re hidden behind a wall or below your current platform.

While it isn’t mandatory that you access both Moons to continue, finding the second Moon in each Challenge World will make the game easier in the long run.

The exact number of coins in the game means that missing just one will prevent you from unlocking the last item in the shop.