Super Mario Galaxy 2

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Super Mario Galaxy 2
Super Mario Galaxy 2 Box Art.jpg
Developer(s) Nintendo EAD Tokyo
Publisher(s) Nintendo
Director(s) Kōichi Hayashida
Producer(s) Yoshiaki Koizumi[1]
Takashi Tezuka
Shigeru Miyamoto
Composer(s) Mahito Yokota
Ryō Nagamatsu
Kōji Kondō
Series Mario
Platform(s) Wii
Release date(s)
Genre(s) Platformer
Mode(s) Single-player, two player co-op
Rating(s)
Media Wii Optical Disc

Super Mario Galaxy 2 (スーパーマリオギャラクシー2 Sūpā Mario Gyarakushī Tsū?) is a platforming video game developed by Nintendo for the Wii. It was first announced at E3 2009 and is the sequel to Super Mario Galaxy. It was released in North America on May 23, 2010,[2] in Japan on May 27, 2010, in Europe on June 11, 2010, and in Australia on July 1, 2010.[6] The game's levels are galaxies filled with minor planets and worlds. While its gameplay is based on that of its predecessor, the game was updated with gravity effects and new power-ups. It is the fourth original 3D platformer in the Mario series, after Super Mario 64, Super Mario Sunshine, and Super Mario Galaxy.

The game was originally planned as a simple iteration of Super Mario Galaxy with few modifications and a projected development time of a year (this version would be called More Super Mario Galaxy). However it was decided that the game to be developed as a fleshed-out sequel when the development staff continued to build upon the game with dozens of new ideas, and so development time expanded to two and a half years. Among the additions are the ability to ride Yoshi and new power-ups.

Upon its release, Super Mario Galaxy 2 was met with critical acclaim, and it has been listed as one of the highest-rated video games ever by aggregation sites such as Metacritic and GameRankings. The game is one of the best-selling games on the Wii with 4.09 million copies sold worldwide.[7]

Contents

[edit] Plot

Princess Peach invites Mario to share some cake at the Star Festival, a time when Star Bits rain down from the skies over the Mushroom Kingdom. On his way, Mario finds a Luma (Baby Chico), who immediately befriends him and grants him the ability to spin. Shortly thereafter, Mario's archnemesis Bowser, who has grown to an immense size (after swallowing Grand Stars, unbeknownst to Mario at this point), invades and attacks the Mushroom Kingdom. Kidnapping the princess, Bowser escapes into outer space to create his empire at the center of the universe again. After launching into outer space, Mario is given control of Starship Mario, a mobile planetoid in the shape of his head, made by a crafty Luma mechanic called Lubba, powered by Power Stars, and piloted by other Lumas; his mission is to fly across the universe in pursuit of Bowser and the Princess and to help Lubba find the lost Lumas that were part of Bowser's plot. Along the way Mario meets new Lumas and joins up with his companion Yoshi.[8] Upon collecting enough Power Stars, Starship Mario reaches Bowser's main fortification, draining energy from what appears to be a comet. Mario infiltrates the castle and defeats Bowser, but is forced to retreat when Bowser reappears; Mario then ultimately defeats Bowser by hitting him with meteors. Mario and Peach then get the Grand Star, not before the Comet Observatory from the first Super Mario Galaxy reveals itself, having been freed from Bowser's clutches, and Rosalina is heard thanking Mario for watching over the Luma that he had found. The Luma returns to the Comet Observatory, taking Mario's cap with him, before the Comet Observatory transforms into a comet and leaves. Eventually, Mario and his companions return to the Mushroom Kingdom, where a large cake stands in front of Peach's Castle and Starship Mario sits in the sky above. And above that, the Comet Observatory shoots across the sky.

[edit] Gameplay

Super Mario Galaxy 2 features a unique hub world, known as Starship Mario.

The gameplay of Super Mario Galaxy 2 is similar to that of the first Super Mario Galaxy, with a focus on platforming based on and around 3D planets (referred to collectively as galaxies)[9] with varying sizes and landscapes. The planets are smaller, allowing the player to jump from planet to planet more often. Mario is able to ride the dinosaur Yoshi, who can use his tongue to swing across gaps, as well as eat fruits that give him various powers, such as speed boosts, the ability to inflate like a balloon, or the power to reveal secret paths.[10] While the player retains the ability to collect Star Bits with the blue Star Pointer from the first game, the Star Pointer is replaced by a red dot when riding Yoshi, which allows the player to aim and control his tongue.[11] This can be used for swinging off objects, pulling levers or, as in previous games, swallowing enemies and spitting them out.[12]

Some of the mechanics introduced in Super Mario Galaxy return, such as blue Pull Stars, sections restricting movement to a 2D plane, balance ball levels, and gravity-reversing background arrows.[12] Power-ups such as the Boo, Bee and Spring Mushrooms also return, along with the Launch Stars[12] and Sling Stars[12] for interplanetary navigation. Also, new items and gameplay mechanics have been showcased since the game's unveiling at E3 2009. These include a drill that allows the player to drill through planets;[12] the Rock Mushroom, which allows the player to smash through barriers;[13] and the Cloud Flower, which allows the player to create new platforms in midair.[14] The game also allows a second player to control an Orange Luma (Co-Star Luma) to assist Mario. In addition to collecting Star Bits as in the first game, the Co-Star Luma can also attack and hold enemies and platforms, and collect coins and powerups.[15]

Galaxy 2 includes a map system similar to those in Super Mario Bros. 3, Super Mario World, New Super Mario Bros., and New Super Mario Bros. Wii.[16][17] This is navigated via a mobile planet called Starship Mario (so named because it is shaped like Mario's head[12]) that serves as a hub world, which can be visited anytime and is expanded upon when new abilities are unlocked.[18] Completing levels unlocks new stages, but certain areas cannot be accessed until the player has collected a certain number of Power Stars. The game is separated into 6 worlds, with a seventh Secret World, each world harder than the previous one. Each world (except the secret world) is ended by a battle with Bowser or Bowser Jr. Players can also collect Comet Medals hidden in the stages to unlock harder levels with tougher challenges.[19] Similar to New Super Mario Bros. Wii's 'Super Guide' feature, Galaxy 2 has a 'Cosmic Guide' feature that lets the computer play through a section of a level if players are having difficulty. However, if players use this, they will only receive a Bronze Star upon completion, requiring them to complete it themselves in order to earn a Power Star.[15] There are also monitors that show hints to the player.[20] As in Super Mario Galaxy, Mario's brother Luigi is also a playable character. He can be used whenever Mario can locate him at the start of a level, but not all levels have Luigi present. Luigi becomes available for all levels after beating Bowser in World 6.[21][22] Clearing levels with Luigi unlocks a Ghost Luigi representing a developer speed run that players can race against for completion time.[23] The game also features 242 stars,[24] 120 normal stars and 120 green stars, the latter being unlocked after all of the former are collected; this then leaves 1 final stage with 2 stars, one immediately available and one unlockable.[25]

[edit] Development

Shortly after Super Mario Galaxy was completed, Shigeru Miyamoto approached the development team and suggested that a follow-up be produced. The game was originally planned just to do variations on the original game's planets and call the game "More Super Mario Galaxy", (it was dubbed "Super Mario Galaxy 1.5" during early development), with a projected development time of approximately a year. Over time, more and more new elements and ideas were brought into the game, and it was decided that the game would be a fleshed-out sequel rather than a slightly modified follow-up. Thus, development took two and a half years. Takeshi Hayakawa, the lead programmer for Super Mario Galaxy 2, created a development tool that allowed different staff members, including visual and sound designers, to easily design and create stages without waiting for programmers, many of which were incorporated into the final game.[26] Miyamoto compared Super Mario Galaxy 2 to The Legend of Zelda: Majora's Mask, in that both games use the same engines as their predecessors, yet build upon their foundations.[27]

Super Mario Galaxy 2 was revealed at the Electronic Entertainment Expo 2009 on June 2. In Miyamoto's private conference, it was stated that the game was very far along in development, but its release was held back to mid-2010 due to New Super Mario Bros. Wii's release in late 2009. Miyamoto also stated that the game has 95–99% new features, with the rest being previous features introduced in Super Mario Galaxy.[28] With regard to the original game, Nintendo of America President and CEO Reggie Fils-Aime stated in an interview that the sequel would be more challenging,[29] and Miyamoto said in a Wired interview that the game would have less focus on plot.[30] Miyamoto initially hinted that the game might utilize the "Super Guide" feature, introduced in New Super Mario Bros. Wii, into the game,[31] and this was confirmed by Nintendo's Senior Manager of Product Managing, Bill Trinen, who claimed that the feature is implemented differently compared to what New Super Mario Bros. Wii offered. The feature is called Cosmic Guide, where the Cosmic Spirit (Rosalina) takes control of Mario.[32]

The game made its playable debut at the Nintendo Media Summit 2010 on February 24, 2010, when a second trailer for the game was released, and its North American release date on May 23, 2010 was finally announced.[33][34] The Japanese, European and Australian versions of the game came packaged with an instructional DVD manual, explaining the basic controls, as well as showing advanced play.[35]

[edit] Music

As with the original Super Mario Galaxy, Super Mario Galaxy 2 features a musical score written for and performed by a symphony orchestra. Early in the development process, when the concept of "Super Mario Galaxy 1.5" was being considered, there were not any plans to use different music from the first Super Mario Galaxy. However, as the game evolved, the sound team, headed by Mahito Yokota, realized they needed new music that fit with the new gameplay mechanics that were being added. Although they were hesitant to use an orchestra again because of recording difficulties, general producer Shigeru Miyamoto gave permission immediately - according to Yokota, he felt that players would be expecting an orchestral soundtrack. Miyamoto also apparently suggested that players would want to hear arrangements from Super Mario Galaxy, which is why the soundtrack is a mixture of brand new pieces and arrangements of themes from Galaxy as well as many past installments in the Mario series.[36]

Nintendo composer Kōji Kondō recruited 60 musicians for the orchestra, ten more than the number of musicians used for the original game's score, with an additional 10 musicians providing a big band style of music with trumpets, trombones, saxophones and drums. The orchestral performances were conducted by Taizō Takemoto, renowned for his work on the Smash Bros. Concert in 2002, while Kondo served as an advisor and supervisor, and contributed five pieces to the soundtrack.[37]

The soundtrack is currently available on a 2-disc set to members of the Japanese Club Nintendo as a reward. It can be acquired at the cost of 500 Star Points, though members who register a product code after purchasing Super Mario Galaxy 2 can obtain it for 300 Star Points.[38] There have been no announcements about the soundtrack's availability in other territories.

[edit] Track Listing

[edit] Disc 1

Disc length: 65:00

[edit] Disc 2

Disc length: 66:39

[edit] Reception

 Reception
Aggregate scores
Aggregator Score
GameRankings 97.07%[39]
Metacritic 97 out of 100[40]
Review scores
Publication Score
1UP.com A[41]
Edge 10 out of 10[42]
Famitsu 37 out of 40[43]
Game Informer 9.25 out of 10[44]
GamePro 4.5/5 stars[45]
GameSpot 10 out of 10 [46]
GameSpy 4.5/5 stars[47]
GamesRadar 10 out of 10[39]
GameTrailers 9.7 out of 10[12]
IGN 10 out of 10[48]
Nintendo Power 9.5 out of 10
Official Nintendo Magazine 97%[49]

Super Mario Galaxy 2 received universal acclaim from major video game critics with numerous reviews praising the game for its creativity and technical improvements over the original. It has an average critic score of 97.07% at GameRankings and 97/100 at Metacritic making it among the most critically acclaimed video games of all time.[39]

GameSpot called it a "new standard for platformers", giving it a perfect 10, making it the seventh game in the site's history to earn that score.[46] Other perfect scores came from Edge who stated "this isn't a game that redefines the genre: this is one that rolls it up and locks it away",[42] and IGN who felt that the game "perfectly captures that classic videogame charm, the reason why most of us got into gaming from the start."[48] The Escapist echoed this view by stating it "doesn't tinker with the established formula very much, but we didn't really want it to",[50] while GameTrailers commented that "there's something tremendous for just about everyone and games that we can truly recommend to almost everyone are rare."[12]

Giant Bomb particularly praised the improved level designs, commenting that the designers were "bolder" and "more willing to take some weird risks with the planetoids and abstract platforming that set the tone in the original Galaxy",[51] while Wired commented that the level concepts alone "could be made into full games on their own."[52] Additionally 1UP.com noted the expanded soundtrack as "sweeping".[41] GamesRadar praised the graphics, saying that despite the Wii's technical limitations, Galaxy 2 "understands how to get the most out of aging technology that nearly all graphical flaws are smoothed over or covered up, leaving you with Wii's best-looking title to date".[39] X-Play awarded Super Mario Galaxy 2 a 5/5, calling it "the culmination of 20 years of Mario gaming into one fantastically-designed and creative platformer".[53]

Super Mario Galaxy 2 also received perfect scores from Nintendo Life, GameShark, Eurogamer, Thunderbolt, Kombo, Destructoid, IGN UK, Eurogamer Portugal, Telegraph, Aussie-Nintendo, Eurogamer Spain, Eurogamer Italy, Joystiq and Gamer Limit.

Despite this praise, some critics raised complaints over increased difficulty and the game's similarity to the original Super Mario Galaxy. Official Nintendo Magazine called it the 'new best game on Wii', but said it lacked the original's impact. Game Informer was concerned with some of the challenges being potentially "frustrating", particularly towards the end of the game;[44] similarly, GamePro remarked that the "increased difficulty and high proficiency requirement may turn new fans off."[45] However, Worthplaying said "perhaps most positively of all, there are very few sequences where death will feel like a result of bad design instead of player error, which helps keep the frustration down."[54]


In Japan Super Mario Galaxy 2 sold 143,000 copies on its first day of release and 340,000 copies in its first week,[55] about 90,000 more than the first Super Mario Galaxy sold in the same amount of time.[56] In North America, the game sold 650,000 copies during the month of May 2010.[57] In the United Kingdom, Super Mario Galaxy 2 was the third best-selling game among multiplatform releases and the best-selling single platform release for the week ending June 26, 2010.[58] As of July 16, 2010, the game has sold 1 million copies within the USA.[59]

As of June 30, 2010, Super Mario Galaxy 2 has sold 4.09 million copies worldwide.[7]

[edit] References

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  49. ^ Official Nintendo Magazine’s Galaxy 2 review is in
  50. ^ Arendt, Susan (2010-05-20). "Review: Super Mario Galaxy 2". The Escapist. http://www.escapistmagazine.com/articles/view/editorials/reviews/7585-Review-Super-Mario-Galaxy-2. Retrieved 2010-05-22. 
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  54. ^ DeAngelus, Chris (2010-05-21). "Wii Review - 'Super Mario Galaxy 2'". Worthplaying. http://worthplaying.com/article/2010/5/21/reviews/74413/. Retrieved 2010-05-22. 
  55. ^ Remo, Chris (2010-06-03). "Super Mario Galaxy 2 Dominates Charts In Japanese Debut". Gamasutra. http://www.gamasutra.com/view/news/28821/Super_Mario_Galaxy_2_Dominates_Charts_In_Japanese_Debut.php. Retrieved 2010-06-04. 
  56. ^ Sliwinski, Alexander (2007-11-08). "Super Mario Galaxy sells 250K first week in Japan". Joystiq. http://www.joystiq.com/2007/11/08/super-mario-galaxy-sells-250k-first-week-in-japan/. Retrieved 2010-06-04. 
  57. ^ Magrino, Tom (June 28, 2010). "May sales rebound led by Red Dead Redemption - Analyst". GameSpot. http://www.gamespot.com/news/6267067.html?om_act=convert&om_clk=newstop&tag=newstop%3Btitle%3B14. Retrieved 2010-06-31. 
  58. ^ Graft, Kris (June 28, 2010). "Lego Harry Potter: Years 1-4 Ends Red Dead's Five-Week Run In UK". Gamasutra. http://www.gamasutra.com/view/news/29149/Lego_Harry_Potter_Years_14_Ends_Red_Deads_FiveWeek_Run_In_UK.php. Retrieved 2010-06-31. 
  59. ^ Wii nears 30 million in US, Super Mario Galaxy 2 tops 1 million


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