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Super Mario Galaxy 2 (Nintendo Wii) discussion [game]
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@anon_mastermindI summoned him here, though. It's like Candyman, except you really just have to say his name once. And I gotta say, it is entirely possible that there are ways to improvise in the game that I'm not seeing, I mean it's not as if I had watched tons of youtube videos of other people going through it. Maybe if I did I'd constantly go "You can do THAT!?", but playing it myself I certainly did feel like the levels were meant to be played one way: the right way, and the only way. Except maybe you can long jump here and there instead of stepping on that cloud. But most of the time, trying to break away from what the designers intended meant watching Mario get sucked into a black hole. And I do like enjoy the mechanical task of executing a precise series of moves in platformers. I loved this game, gave it a 10 in the database and I wouldn't change that. But I don't ever see myself thinking "I feel like getting that one star again". Because I've already gotten it, and I know exactly how to go about getting it. I'd need to replay the first Galaxy to know if it's any different in that regard, my memories of that game are getting fuzzy. |
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Correct me if I'm wrong here, but I don't seem to recall any un-timed purple coin comets in SMG2.
In the first SMG, there were a number of purple coin comets where you had to collect those 100 coins. But there was no time limit, and the coins were spread out all over the place such that you were forced to explore to find them all.
SMG2 had a number of purple coin levels that were timed (or limited in some other fashion, like the tree slide), where the location of all the coins was fairly obvious and it was all about executing the proper platforming tricks to get them within the time limit. There was an element of exploration on a few of the silver star and green star levels, but as you were only looking for a few objects, that also tended to be more of an exercise in making difficult jumps.
Now, I'll be the first to admit that some of those purple coin levels in SMG could be really tedious. Especially without the checkpoints, when you've got 90-some coins and you miss a difficult jump and have to start all over again. However, without them, I think you're missing a good deal of the exploration side of the original SMG.
Personally, one of my hopes for SMG2 was that it would be less linear, not more linear. That, for example, instead of a single hub, maybe we'd have a several hubs. Maybe when Super Mario Universe comes out...
However, one thing I think SMG2 did improve on in a big way was the P2 capabilities. I've been helping my son as he plays through the game, and the very few additional tricks that the P2 is given makes it a significantly better experience. There are still a number of areas where the P2 simply doesn't have anything to do (boss battles), but overall, it's a big improvement. |
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Man, I can't believe that I read that some people would want to sell a Mario game! Thats, thats...unheard of!! Seriously though, I don't give a shit is there is multiple ways to play a Mario game or not, all of them are fun. And SMG 1&2 are my favorite Mario games of all time. After that comes Mario64, SMB3 and well, it doesn't matter. Selling a Mario game, people need to be slapped to wake them up.... I'm just sortof joking, no need for anyone to get all serious on me. But selling a Mario game...awww man, I should have never came into this thread...well, maybe I did a long time ago and don't remember. @PandareusYou rate the SMG2 a 10, because it is a 10, just like SMG is a 10. Both of those games are PERFECTION!!!Anyone who disagrees just need to STFU now...just hit the back button and move onto another thread...sersioulsy, you know who you are...leave...we don't want to hear it. Go. See ya. Bye.....uhhhh...don't even think about commenting...there, you will feel better that you left the thread and didn't make a fool out of yourself.....see, now you can go to sleep knowing you made the right decision. |
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