Super Mario Odyssey Kingdoms: Why Some Are Still Better Than Others

Super Mario Odyssey Kingdoms: Why Some Are Still Better Than Others

Honestly, I still think about that first time dropping into New Donk City. It was weird, right? Seeing Mario—this short, cartoonish plumber—standing next to actual human beings with normal proportions. It felt like a fever dream. But that’s the magic that makes all Mario Odyssey kingdoms so memorable. Nintendo didn't just build levels; they built these tiny, self-contained ecosystems that somehow feel alive even when you’re just hunting for that one last elusive Power Moon tucked behind a dumpster.

Super Mario Odyssey came out years ago, but people are still debating which kingdoms actually hold up. Some are massive, sprawling playgrounds. Others? Kind of tiny. You’ve got the Sand Kingdom, which feels like a vast desert mystery, and then you’ve got the Cloud Kingdom, which is basically just a boss arena with a nice view. It’s a strange mix. Some areas feel like they were designed by a team with a million ideas, while others feel like a quick breather before the next big thing.

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The Big Hitters: Where Odyssey Really Shines

When people talk about all Mario Odyssey kingdoms, they usually start with the Metro Kingdom. For good reason. It’s the heart of the game. Navigating New Donk City isn’t just about platforming; it’s about momentum. You’re swinging off poles, jumping onto taxis, and eventually, participating in that incredible festival that serves as a love letter to the original Donkey Kong. It’s peak Nintendo.

Then you have the Sand Kingdom (Tostarena). This place is huge. Most players spend hours here because the sheer scale is intimidating at first. You’ve got the Jaxi, those stone lions that run way too fast, and the Moe-Eye statues that let you see invisible platforms when you put on their sunglasses. It’s a masterclass in using "Capture" mechanics. Speaking of which, the Wooded Kingdom is another heavyweight. The contrast between the high-tech, rusty machinery and the lush forest is just... cool. It’s moody. The music has this surf-rock vibe that shouldn't work in a forest, yet it totally does.

The Mid-Tier Charmers

  • Lake Kingdom: Often overshadowed by the Seaside Kingdom, but it’s much more focused. The underwater physics aren't annoying because you can just capture a Cheep Cheep. Simple.
  • Luncheon Kingdom: This place is a trip. Everything looks like it's made of low-poly food. The lava is bright pink soup. It’s one of the most visually distinct areas in any Mario game, though the platforming can get a bit fiddly when you're trying to jump across frying pans.
  • Snow Kingdom: This one is cozy. You start in a blizzard where you can barely see, then drop down into Shiveria. The "Bound Bowl" racing is a polarizing mini-game, but the atmosphere is top-tier.

Why the Small Kingdoms Actually Matter

Not every kingdom is a massive open world. Some people complain about the Cascade Kingdom being too short, but think about the pacing. You land, you see a T-Rex, you capture it, and you smash everything. It’s a perfect "hook" for the game's central mechanic. If every kingdom was the size of Tostarena, we’d all be burnt out by the time we reached Bowser.

The Lost Kingdom is another one that feels smaller but packs a punch. It’s dangerous. The purple poison water is everywhere. It forces you to get good at the Cappy-jump-dive maneuver. If you haven't mastered that yet, the Lost Kingdom is where you’ll learn—or die trying. A lot.

The Secret and Post-Game Areas

Once the "story" is over, the game actually opens up. You’ve got the Mushroom Kingdom, which is basically a giant dose of nostalgia. Walking around Peach’s Castle and seeing the 64-style details is a treat. But then there’s the Dark Side and the Darker Side of the Moon.

The Darker Side is essentially the final exam. It’s a long, grueling gauntlet that tests every single capture mechanic you’ve learned. No checkpoints. Just you, Cappy, and a very long walk to the top of a skyscraper. It’s frustrating. It’s brilliant. It’s the reason people are still playing this game years later to get that 100% completion.

The Kingdoms We Don't Talk About Enough

Does anyone actually love the Ruined Kingdom? It’s basically just a boss fight against a realistic dragon. It’s cool, sure, but it feels like it belongs in Dark Souls, not a Mario game. That’s the beauty of the variety across all Mario Odyssey kingdoms. Nintendo wasn't afraid to get weird. They threw in a gothic dragon just because they could.

Then there's the Bowser's Kingdom. Instead of the typical "lava and bricks" castle, they went with a traditional Japanese fortress aesthetic. The neon lights, the kites, the music—it’s stunning. Navigating the rooftops as a Pokio (the bird that pokes its beak into walls) is one of the most satisfying movement sets in the game. It’s a vertical playground that feels totally different from the horizontal exploration of the Sand Kingdom.

The Mechanics of Exploration

If you're trying to find every Moon in these kingdoms, you have to change how you look at the environment. See a suspicious bird? Hit it with your hat. See a glowing spot on the ground? Ground pound it. The game rewards curiosity in a way few other platformers do.

  1. Talk to the NPCs: Some Moons are locked behind side quests that require specific outfits.
  2. Look for the "Hint Toad" or Uncle Amiibo: If you're stuck, there's no shame in getting a map marker.
  3. Master the "Cappy Jump": Throw Cappy, hold the button, dive onto him, and jump again. This is the only way to reach the "intended" shortcuts in the later kingdoms.

Looking Back at the Journey

Every kingdom serves a purpose. The Cap Kingdom is the tutorial. The Seaside Kingdom is a summer vacation. The Moon Kingdom is the low-gravity finale. When you look at all Mario Odyssey kingdoms as a whole, you see a developer team that was just having fun. They weren't worried about making a "realistic" world; they were worried about making a world that was fun to jump around in.

Some areas are definitely more "complete" than others. You can tell more time went into New Donk City than, say, the Cloud Kingdom. But even the small ones have their secrets. Whether it's the hidden 8-bit sections or the cryptic Hint Art, there’s always a reason to go back.

To truly master these maps, you need to stop playing it like a linear game. It’s a toy box. If you see a weird platform in the distance, you can probably reach it. If you think a certain enemy can be captured, it probably can. The game is built on the idea of "What if?" and the kingdoms are the canvas for those questions.

Actionable Insights for Your Next Playthrough:

  • Prioritize Movement: Don't just run. Practice the roll-jump and the Cappy-dive. It changes the scale of the kingdoms entirely.
  • Check the Shops: Each kingdom has a Crazy Cap shop with two types of currency. The purple coins are unique to each kingdom—find them all to unlock the themed outfits and souvenirs.
  • The Post-Game is the Real Game: Don't stop at the credits. The "Moon Rock" additions to each kingdom add some of the hardest and most creative challenges in the game.
  • Photo Mode Secrets: Use the camera to look around corners or zoom in on distant landmarks; sometimes the developers hide "Hint Art" that tells you where to find Moons in completely different kingdoms.