Collecting every last moon however will often force you to complete some incredibly frustrating challenges that had me questioning that this was actually a game and not some attempt to put me in the hospital with a rage induced aneurysm. In particular, the jump rope challenge in New Donk city. Some challenges will require research into advanced jumping maneuvers the game doesn’t explain. I wound up refusing to bother with the end-game moon collection until I had the hardest challenges out of the way, since I reasoned it would be wasting time on the rest for game if I knew I’d forever be two moons short of total completion.
This edition of Super Mario combines some old and new elements, but takes a big part of it’s inspiration from Super Mario 64’s star collection and combines it with Korok seed hunting from Breath Of The Wild, giving you over 800 “Power Moons” to collect. The story portion is fairly short, and you will practically trip over a power moon every 10 feet to progress to the next kingdom. The game goes on after the theatrics of the story, and it’s real content and hours of gameplay depend on if your willing to hunt down the remaining power moons in each kingdom, and thankfully only requires about 600 to unlock the last major challenge and a unique item for beating it.