NintendoLife -
With a range of levels available we were able to try out almost all of the new additions, the most prominent being the inclusion of Yoshi. The little green dinosaur can chew on blueberries and red peppers laid around the courses, which both grant him special powers: eating a blueberry fills him with air sending him floating upwards, whereas the spicy pepper sets him racing ahead at breakneck speed. One stage challenges you to sprint up vertical slopes and avoid the perils of a dangerous course, with one hit sending Yoshi plummeting to the ground and back to the last checkpoint flag. The blueberry is reminiscent of Balloon Mario from Super Mario 64, and is used in some devious mazes, with one around a revolving log standing out in particular.
It’s not all dinosaur-based action in Galaxy 2, however. Those who complained about the first game being too easy will be thrilled at the inclusion of some very tough levels, with the latest available level presenting a stern challenge to even these experienced gamers. Mario doesn’t seem to have too many new moves: we were told of a new longer jump that seemed almost identical to the slide jump from previous entries, and the all-new drill power-up wasn’t used in the truly game-changing fashion that perhaps it will be later on.
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GoNintendo –
1. I think this game may actually look better than the original Galaxy (visuals)
2. Having Yoshi in a Galaxy setting is so much fun that it seems criminal
3. The level designs for Galaxy 2 are way more outlandish than the original. It seems like these worlds were designed for ultimate fun, without a worry for landform designs that would make sense in real life.
4. Galaxy 2 is, from what I played, measurably harder than the original
5. I want the finished game now…VERY badly
I played Super Mario Galaxy 2 more than any other title at the summit. I actually went through all the levels that were up for demo, and there were quite a few. I was and still am shocked with just how far Nintendo has taken the level design from the first game. I’m telling you, these layouts were far superior in imagination and design than the ones in Galaxy. Keep in mind, I thought Galaxy was a near perfect game! I just simply couldn’t get enough to traversing the worlds, and exploring every little nook and cranny. I think I can hear the demo calling for me right now…
Easily the best part of the whole demo was getting to take Yoshi along for the ride. I always love when Yoshi makes an appearance, and having his abilities upgraded for Galaxy 2 was just the icing on the cake. Using the Wiimote pointer to grab things with Yoshi’s tongue is going to make it hard to go back to classic-style Yoshi. You can instantly snatch up any enemies that are remotely close to you. Sure, Yoshi’s tongue seems to have grown a bit longer during this process, but that’s just fine by me!
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Kotaku -
My demo began at the base of a towering tree with no obvious paths for Mario to take up its trunk…until I spotted that little green-speckled egg. Still, with shell cracked, and Yoshi mounted, I was at a loss as how to get Mario to the tippity top of the level.
Thankfully, a kind Nintendo rep pointed out a new power-up-the blimp berry-which Yoshi could munch on to catch some air. Sure enough, with a point of the Wii-Mote at the magic fruit, Yoshi was able to slurp it up and lift off the ground like a slowly deflating balloon. But the real challenge came in collecting more berries while the pair ascended, as each fruit only contains a limited amount of helium.
I finally made it to the top of the tree, but not before landing on several low-hanging branches to refill Yoshi’s belly with hot air. Later levels promise to make this mechanic even trickier by including patrolling enemies that can pop Yoshi like a balloon.
Keeping with the theme of showing off what new tricks Mario has tucked into his plumber’s tool belt, I was next dropped into a level made of steep, roller coaster-like surfaces. Mario couldn’t run up these almost vertical planes, and even Yoshi struggled to make much headway. Enter the dash pepper, a fiery looking veggie that Yoshi can gobble for temporary MACH speed. With fire and smoke amusingly shooting from his backside, Yoshi, save for some modest steering, becomes uncontrollable by the player, but succeeds in treading the previously unclimbable slopes. This jalapeño-like power-up is essentially a turbo boost for Yoshi. It only works in short bursts, but that’s probably a good thing given its chaotic control over Yoshi.
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ONM –
iven the choice of nine playable stages, I immediately opted for the ones starring Yoshi, and was treated to a couple of very well executed gameplay mechanics. First, there was one based around gobbling up Blimp Fruit to progress up through the stage. Your air runs down fairly quickly (in a similar way to how Bee Mario works), so you’re invited to continually seek out more fruit with a lash of Yoshi’s tongue or face plummeting to your doom. The next involved eating Bullet Bills and firing them back into the scenery or at enemies (including – shock! – a couple of Hammer Bros). Both felt immediately familiar and worked beautifully.
When you’re riding Yoshi, the pointer acts as your targeting reticule. The cursor changes to indicate you can eat or grapple your target and you give B a quick squeeze to unleash Yoshi’s famous tongue. (I tried to look up another, more interesting word for tongue here, but couldn’t find one. Sorry). If you’ve roped in an enemy at this point, you can fire them out again in any direction you wish using the pointer to specify the direction.
It opens up a plethora of new gameplay ideas – as does the drill power up, which was put to very clever use in both the stage and the boss battle you may remember from the trailer.
Combined, these two games represent Nintendo at the peak of its fan-pleasing powers. Releasing major new Mario and Metroid games outside the traditional Christmas period is a bold move, but one that proves that despite what you might read on the web, Nintendo is doing its level best to keep its legions of fans happy.
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IGN -
The levels, from first to end: Sky Station Galaxy, Spin-Dig Galaxy, Hightail Falls Galaxy, Tall Trunk Galaxy, Upside Dizzy Galaxy, Bowser Jr’s Fiery Flotilla, Supermassive Galaxy, Bowser Jr.’s Fearsome Fleet, and Flip-Swap Galaxy. Yes, I can take notes with the best of them, thank you very much.
The majority of the stages shown took place to earthy backdrops rather than some of the spacey locales in the first game. I was excited to see how Nintendo upped the ante with regard to gravity-based puzzles in the sequel, but sadly these types of stages were not demoed at the Summit. Oh well — something to look forward to then. What I did see were some really fresh areas built around existing Galaxy gameplay fundamentals and a few new items and characters.
Obviously, the drill. I’ve seen it, you’ve seen it — everybody’s seen it. Now that I’ve played around with it, though, I feel it’s definitely a worthy addition to the platforming environment. After Mario acquires the item, he can use it just about anywhere to drill from one side of a globe to another. In some cases, some clever puzzles encircle the concept. For instance, a huge pillar with a star might rest on the underbelly of a planet. There’s no way for Mario to reach the stretching obstacle unless he travels to the opposite end of the world and then drills through and directly into the pillar, coming out right-side up on the other end. This technique is also used frequently against bosses, many of whom sport weak spots on their underside — convenient, sure, but fun nevertheless.
Then, Yoshi. Eggs litter some levels and if you crack them open, your old friend appears. Mario can ride Yoshi as he’s always done. Hold down A button when you jump and Yoshi will flutter through the air temporarily before falling back down. Much better, though, is the character’s able tongue, which can snap out and grab onto all kinds of objects — star bits, various enemies, hanging latches, and so forth. In one stage, Bullet Bills fly toward Mario and Yoshi, the latter of whom can swallow them whole with his tongue and then spit them back out again. This is all done quite brilliantly with the Wii remote. Point at the Bills, lock on, and then suck in with the tap of a button — press it again to fire back. It’s great and really fun. I’m looking forward to more challenges based around Yoshi’s other abilities, too — the demo offered glimpses at the speed-enhancing dash pepper and the blimp berries, allowing him to float.