Author Topic: Super Mario Galaxy 2  (Read 259372 times)

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Offline Peachylala

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Re: Super Mario Galaxy 2
« Reply #300 on: March 03, 2010, 12:07:56 PM »
Wind Waker was done in a year? Why don't I believe that...
That's what I heard, but it's fact that Sunshine was made in a year to get it out (WW... may need to be confirmed). Things were cut from Wind Waker, alot of it meaty stuff to make the adventure feel more complete. That's where the rumors of it being in only a years worth of development came from.
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Offline Stogi

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Re: Super Mario Galaxy 2
« Reply #301 on: March 03, 2010, 01:20:38 PM »
I know two temples were taken out, but a year still sounds too short.
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Offline vudu

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Re: Super Mario Galaxy 2
« Reply #302 on: March 03, 2010, 01:37:34 PM »
it's fact that Sunshine was made in a year to get it out
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Offline Luigi Dude

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Re: Super Mario Galaxy 2
« Reply #303 on: March 03, 2010, 02:16:46 PM »
I can't comment on Sunshine but I know for sure Wind Waker wasn't done in a year.  The game was originally going to be based off of the Space World 2000 clip, but then Miyamoto and Aonuma decided they wanted to go in a different direction only a few months later.  This is why during an interview in the Spring of 2001, when Miyamoto was asked about how the new Zelda was coming along, he said it was progressing nicely and that Link looks really cute running around like he does.

Now at the time, everyone thought what Miyamoto meant was the game would be like Ocarina of Time and have both kid and adult Link.  But when Nintendo shocked the world at Space World 2001, it suddenly became apparent that Miyamoto was talking about the Cell Shaded Link in Wind Waker.

Meaning Wind Waker was started sometime before Spring of 2001 and was released in Japan on December 13, 2002.  So the game was in development for over 1.5 years.  Of course big games like Zelda take a lot of time to make and so 1.5 years is still not enough time to finish it and that's why the two dungeons were removed from Wind Waker when it was rushed out.

Hell, Ocarina of Time was in development for over 3 years and they still had to cut things out of it to make it's Fall 98 release.  This is one of the reasons why they made Majora's Mask because they still had a bunch of idea's leftover from Ocarina.  This is pretty much the same thing they're doing with Mario Galaxy 2 now, using the idea's that they wanted to use for the first Galaxy but were unable to do.

In other words, Mario Galaxy 2 is this gens Majora's Mask.  Take every crazy idea you wanted for the first game and just go nuts with the sequel.
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Offline Stogi

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Re: Super Mario Galaxy 2
« Reply #304 on: March 03, 2010, 02:19:08 PM »
That's interesting. Would I pay for Nintendo DLC?
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Offline Peachylala

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Re: Super Mario Galaxy 2
« Reply #305 on: March 03, 2010, 02:20:27 PM »
Okay, maybe I was a bit over-stating the one year thing. I looked up the development history on the Wikipedia page  (taken from other sources, mind you though still it's Wikipedia so this could all be moot), and this is what I think happened:
 
- Super Mario 64 2 was in development for the N64, rumored and confirmed to be ****-canned after GameCube is revealed at SpaceWorld 2000. Super Mario 128 demo video surfaces.
- Fast forward a year later, alpha build of Super Mario Sunshine is shown at the last SpaceWorld Nintendo has.
- GameCube's dwindling sales force Nintendo to put a rush on getting Mario Sunshine out in Summer 2002, making a somewhat lackluster product.
 
Basically it could be two to three years. The final idea could've been made in the second year of development, but due to the last point being the harsh reality Nintendo had to deal with last generation, we got Sunshine... not that it was a bad game or anything. Even if they rush some of their products, at least Nintendo adds their quality touch.
 
Sega on the other hand...
 
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Offline Mop it up

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Re: Super Mario Galaxy 2
« Reply #306 on: March 03, 2010, 05:35:13 PM »
Hell, Ocarina of Time was in development for over 3 years and they still had to cut things out of it to make it's Fall 98 release.  This is one of the reasons why they made Majora's Mask because they still had a bunch of idea's leftover from Ocarina.  This is pretty much the same thing they're doing with Mario Galaxy 2 now, using the idea's that they wanted to use for the first Galaxy but were unable to do.

In other words, Mario Galaxy 2 is this gens Majora's Mask.  Take every crazy idea you wanted for the first game and just go nuts with the sequel.
This is why I like sequels like this, they tend to have some really great and wild levels because all of the groundwork was done in the first game leaving them more time to focus on level design.

Offline GoldenPhoenix

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Re: Super Mario Galaxy 2
« Reply #307 on: March 03, 2010, 06:12:49 PM »
Quote
- GameCube's dwindling sales force Nintendo to put a rush on getting Mario Sunshine out in Summer 2002, making a somewhat lackluster product.

::face palm:: SMS was FAR FAR from a lackluster product, maybe not as refined and tweaked as earlier Nintendo games but still a fantastic Mario game, and honestly STILL my favorite 3D Mario despite its flaws.
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Offline NinGurl69 *huggles

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Re: Super Mario Galaxy 2
« Reply #308 on: March 03, 2010, 06:18:53 PM »
You hate Rainbow Ride, admit it.
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Offline Stratos

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Re: Super Mario Galaxy 2
« Reply #309 on: March 03, 2010, 06:45:32 PM »
I think everyone has hated Rainbow Ride at some point. It was one of the hardest levels in Mario 64 for me.
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Offline Mop it up

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Re: Super Mario Galaxy 2
« Reply #310 on: March 03, 2010, 07:01:01 PM »
I hated the 100-coin star in Rainbow Ride, but otherwise I liked that world.

Offline NinGurl69 *huggles

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Re: Super Mario Galaxy 2
« Reply #311 on: March 03, 2010, 07:14:24 PM »
It was the best world.  A sense of "No Fear, No Limits."  Very vertical and expansive, and flight/cannons allowed suitable interconnections to different regions of the stage.

Sunshine has nothing of this sort.
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Offline GoldenPhoenix

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Re: Super Mario Galaxy 2
« Reply #312 on: March 03, 2010, 08:16:45 PM »
You hate Rainbow Ride, admit it.

I never had much problem in Rainbow Ride heck I got everything on it on SM64DS using the freaken control pad, I do know Sunshine was far more challenging then either Mario 64 or Galaxy overall though.
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Offline NWR_insanolord

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Re: Super Mario Galaxy 2
« Reply #313 on: March 03, 2010, 10:01:05 PM »
I hated the 100-coin star in Rainbow Ride, but otherwise I liked that world.

Really? I found that to be one of the easier 100-coin stars in the game.
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Offline Peachylala

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Re: Super Mario Galaxy 2
« Reply #314 on: March 03, 2010, 11:54:14 PM »
Quote
- GameCube's dwindling sales force Nintendo to put a rush on getting Mario Sunshine out in Summer 2002, making a somewhat lackluster product.

::face palm:: SMS was FAR FAR from a lackluster product, maybe not as refined and tweaked as earlier Nintendo games but still a fantastic Mario game, and honestly STILL my favorite 3D Mario despite its flaws.
I like Sunshine too! The media/gaming/whoever the **** complains are so divided that I thought going the middle route would be ok!

It was the best world.  A sense of "No Fear, No Limits."  Very vertical and expansive, and flight/cannons allowed suitable interconnections to different regions of the stage.

Sunshine has nothing of this sort.
Not even FLUDDless missions?

Not enough fist for your enjoyment Pro?
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Offline Mop it up

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Re: Super Mario Galaxy 2
« Reply #315 on: March 04, 2010, 12:12:52 AM »
I hated the 100-coin star in Rainbow Ride, but otherwise I liked that world.

Really? I found that to be one of the easier 100-coin stars in the game.
To be fair, I hated all of the 100-coin stars.

Offline NinGurl69 *huggles

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Re: Super Mario Galaxy 2
« Reply #316 on: March 04, 2010, 12:36:09 AM »
Quote
- GameCube's dwindling sales force Nintendo to put a rush on getting Mario Sunshine out in Summer 2002, making a somewhat lackluster product.

::face palm:: SMS was FAR FAR from a lackluster product, maybe not as refined and tweaked as earlier Nintendo games but still a fantastic Mario game, and honestly STILL my favorite 3D Mario despite its flaws.
I like Sunshine too! The media/gaming/whoever the **** complains are so divided that I thought going the middle route would be ok!

It was the best world.  A sense of "No Fear, No Limits."  Very vertical and expansive, and flight/cannons allowed suitable interconnections to different regions of the stage.

Sunshine has nothing of this sort.
Not even FLUDDless missions?

Not enough fist for your enjoyment Pro?

Those were LINEAR and TOO FEW.  Traveling in your own made-up direction had no meaning.
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Offline NinGurl69 *huggles

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Re: Super Mario Galaxy 2
« Reply #317 on: March 04, 2010, 01:21:11 AM »
>> Super Mario Galaxy 2 * 480p / 60fps
Nintendo Media Summit 2010 gameplay video
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Offline Stogi

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Re: Super Mario Galaxy 2
« Reply #318 on: March 04, 2010, 01:55:20 AM »
Yet another reason why you guys should consider partnering up with Pro in order to bring video to this site.

Thanks for the vid. It looks fantastic.
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Offline NinGurl69 *huggles

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Re: Super Mario Galaxy 2
« Reply #319 on: March 04, 2010, 02:04:28 AM »
I thought we went over this.  I work alone, with periodic clandestine media donations, at my own hit-or-miss pace.
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Offline Stratos

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Re: Super Mario Galaxy 2
« Reply #320 on: March 04, 2010, 06:35:01 AM »
Pro is like Batman helping the police out from time to time, but ignores the Bat signal whenever he feels like it or would rather play games.
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Offline Caterkiller

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Re: Super Mario Galaxy 2
« Reply #321 on: March 22, 2010, 05:36:05 PM »
I know we discussed this before. But Miyamoto has words on the no Hub thingy.

'"Miyamoto stated that this was for the convenience of the player who will get to "focus on the joy of the action instead of getting to each game course" and while at the same time, making it accessible to all the players.

Miyamoto also went on to say, "...we want them to understand as easy as possible where they should go next and which places they should go back to in order to get access to the remaining stars.”'

http://www.n-europe.com/news.php?nid=13939

Makes me happy. I prefer just picking level by level to get where I need to go. I bet NSMBW had something to do with this.

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Offline Mop it up

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Re: Super Mario Galaxy 2
« Reply #322 on: March 22, 2010, 05:43:04 PM »
I don't mind it at all. Mario games are supposed to be platformers and having a central hub or overworld or whatever makes it feel more like an adventure game. This game seems even more to strive for pure platforming than Super Mario Galaxy did, and as far as I'm concerned, that can only be a good thing.

Offline King of Twitch

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Re: Super Mario Galaxy 2
« Reply #323 on: March 22, 2010, 05:49:24 PM »
Is it so hard to look around for a painting to jump through?









No wonder Miyamoto hates art
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Offline Mop it up

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Re: Super Mario Galaxy 2
« Reply #324 on: March 22, 2010, 05:54:07 PM »
That isn't the point.
As far as I'm concerned, platformers are supposed to have one simple goal: get from point A to point B. Getting there is the challenge, not deciding/figuring out where to go next.
Adventure games are supposed to be about exploring and discovering a world.
I loved Super Mario 64, but it felt like a bit of a departure from previous Mario games. I'm glad the Super Mario Galaxy games are more focused.