
Looking Back in the Dark Waterwayįrom the Beach House flag, grab a Gushen and continue to the southwest. In the video above, you can see our strategy in action. Ultimately, running like this is a far more accurate way to aim Cappy than just pressing a direction on the analog stick.

You’ll move a few feet from the middle of the court, but you typically won’t need to move far. But if you also need to stay in the middle, how does running fit in with that? Well, there’s a moment as you first press a direction when Mario just moves his legs and doesn’t go very far. We say “running” above because that’s Mario’s only option. Use the first phase of the minigame when the ball travels slowly to hone your craft. Instead, concentrate on anticipating where the ball will land and running toward it, throwing Cappy just as it’s about to land. Running around the court to hit the ball won’t be an option when the serves get faster, so don’t bother becoming an expert at that. If you need to run to them, the shortest distance is from the middle. The middle of the court is the closest point to any of the four corners. It’s easy enough to get 15 returns, but you won’t get the next moon until you return 100. Our power moons guide puts the collectibles in the same order as Super Mario Odyssey. Seaside Kingdom map Nintendo via Polygon How to find all Seaside Kingdom power moons

You can collect moons 1-48 and 50 on your first visit.

When you first arrive in the Seaside Kingdom, you’ll see a list of 52 power moons in your menu. Moons 1-5, 11, 16, 17 and 32 are easy to pick up while you fight off this kingdom’s boss. You’ll need 10 power moons to move on from the Seaside Kingdom.
