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Nintendo Gaming / Re: Super Mario Galaxy 2
« on: June 15, 2010, 11:55:08 AM »
In the last stage with all the Hammer Bros.
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I wouldn't mind the shake to spin if the Nunchuk didn't also activate the spin.I found the Nunchuk spin to be useful when you're busy using the pointer.
9am is when they will open.
it'll probably turn [the Japanese] off more because of its increased difficulty.It's funny, because the stereotype is that the Japanese are really good at making the most difficult maneuvers appear ridiculously easy.
Cuz 'core' gamers like Craig have gotten so out of shape that shaking the remote to make Mario spin is a huge chore.It's not even shaking the Remote. All you need is a quick flick.![]()
Mario actually says things though like "Here we go!" and "See you next time." I think, officially, Link has only ever said "Come on," and I don't see that changing anytime soon, but, if it does, Nintendo should get Justin Bieber to voice Link.I was referring to the cutscenes, where there is actual dialogue (voice or text) rather than brief interjections. In Super Mario Sunshine and all the Paper Mario games, whenever Mario speaks to another character, his lips move but there is no speech (though the English version of SMS actually had Mario's lines edited out). In Twilight Princess, Link can be seen talking to other characters, like Ilia, but you can't hear anything there, either.
From Famitsu:
'This is one more stardust fairytale. Only once in a hundred years does stardust fall on the mushroom kingdom. As such, Peach invites Mario to the castle to watch. On his way over, Mario spots a mysterious light. He cautiously approaches it, and finds... a small, lost baby star. The star - ’Baby Chico’ - follows Mario to the castle, but what is waiting for them there is...'
I always liked Super Mario World's. [...] with SMW you had this one big map and they were all connected. [...] And the way everything connected made it look like a cohesive world. Most Mario games each area just looks like some floating rectangle of land.That's what I liked most about SMW's map. The progression of the stages felt logical-- you could see that the next area will be a cave, or over the bridge will be a forest. I suppose it creates a sense of scale. NSMBWii didn't have that. The only logical bridge between two worlds was climbing up the mountain of World 6 to reach the cloudscape of World 7. I don't understand how one could go from grassland to desert to snowland to tropical beach in a seamless fashion.
And if you need help controlling Mario, try NOT pushing a direction.In fact, don't move at all. Now it's the best Mario power-up ever.