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Messages - ThomasO

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201
Nintendo Gaming / Re: Super Mario Galaxy 2
« on: June 15, 2010, 11:55:08 AM »
In the last stage with all the Hammer Bros.

202
Nintendo Gaming / Re: Super Mario Galaxy 2
« on: June 12, 2010, 09:08:25 PM »
Has anyone gotten the ghost for the Megahammer Daredevil Star in World 3? It does absolutely nothing but walk-crouch and sleep!

203
Nintendo Gaming / Re: Super Mario Galaxy 2
« on: June 09, 2010, 08:03:57 PM »
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.

204
Nintendo Gaming / Re: Super Mario Galaxy 2
« on: June 03, 2010, 05:11:29 PM »
I have completed the game, with all 242 stars. In final two stars, the first took 10:42.25 and 5 lives, and the second took 11:36.90 and 7 lives. For these two, I did not get any Game Overs, nor did I go back to Starship Mario to replenish lives.


I did not think the game was as challenging as everyone says, to be honest. Yes, it is more difficult than SMG, but I found only a handful of stars to be particularly frustrating.

205
Nintendo Gaming / Re: Super Mario Galaxy 2
« on: May 28, 2010, 07:29:47 PM »
I absolutely love this game.


My only complaint is of the Green Star challenge. It was an utterly poor choice to make them all Prankster Comets, because now you have to sit through the "Prankster Comet Detected!" message 120 times in a row.


I did also detect a few problems with fireball throws sometimes as well.

206
Nintendo Gaming / Re: Super Mario Galaxy 2
« on: May 25, 2010, 12:38:33 PM »
One really good addition was coins actually being used for something other than replenishing health (and at times being required to get certain stars). Since you lose all your coins when you die, it makes some parts much harder. And, I like the addition of automatically keeping Time attack records for every star, and the fact the clock becomes disabled in Speed run challenges when the star appears, unlike Ghostly Galaxy's purple coin challenge that was annoying because the timer kept going after you got all the needed coins.

Only three times the Cosmic Guide appeared for me during the first 120 stars: the Slide in Tall Trunk Galaxy, the Rock Mario level in Melty Monster Galaxy, and the Cosmic Clone star in Flip-Out Galaxy.


But what is really good about this is that I felt encouraged to play every level, unlike the original that has its "oh not this again" moments. The Purple Coin challenges felt properly done this time, other than just throwaway stars to fill up the usual 120.

207
Nintendo Gaming / Re: Super Mario Galaxy 2
« on: May 25, 2010, 12:17:44 PM »
I got 120 stars. Now to get the 120 Green Stars.

208
TalkBack / Re: REVIEWS: Super Mario Galaxy 2
« on: May 21, 2010, 01:38:05 PM »
I agree as well. There's virtually nothing written here that I haven't read about already.


And it's "Cosmic Guide," not "Galaxy Guide."

209
Nintendo Gaming / Re: Super Mario Galaxy 2
« on: May 21, 2010, 07:54:29 AM »
Kohler criticized the lack of story. I personally thought SMG's story got in the way of the game, especially when you first start out. The first 10 or 15 minutes of the game are like "I'm Rosalina this is my ship it's broke special one help help help blah blah blah." Only when you finally get to the Good Egg Galaxy the game picks up on pace. When you're trying to attract the non-gamer, making an opening only of interest to the hardcore is not a good way to get them to keep playing. Several guys I had try out the game got tired of it really early, due to the story putting everything to a halt over and over.

210
Nintendo Gaming / Re: Super Mario Galaxy 2
« on: May 21, 2010, 12:51:09 AM »
http://wii.ign.com/articles/109/1091239p1.html

IGN gives Mario Galaxy 2 a perfect 10.

211
Nintendo Gaming / Re: Super Mario Galaxy 2
« on: May 20, 2010, 04:43:16 PM »

212
TalkBack / Re: Iwata Details Super Mario Galaxy 2 DVD
« on: May 10, 2010, 05:51:57 PM »
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.

213
Nintendo Gaming / Re: Super Mario Galaxy 2
« on: May 08, 2010, 05:38:14 PM »
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.

214
Nintendo Gaming / Re: Super Mario Galaxy 2
« on: April 22, 2010, 08:31:54 PM »

215
Nintendo Gaming / Re: Super Mario Galaxy 2
« on: April 21, 2010, 05:41:20 PM »

216
Nintendo Gaming / Re: Super Mario Galaxy 2
« on: April 21, 2010, 01:43:15 PM »
New vid, shows off the Cloud Suit, which seems to be activated by a Cloud Flower.

http://www.youtube.com/watch?v=qleVPr10PRw

Looks like the channel will update with new videos every few days.

217
Nintendo Gaming / Re: New Wii Zelda
« on: April 16, 2010, 09:53:32 PM »
He doesn't say anything. In fact, we have no idea what they talk about.

http://www.youtube.com/watch?v=ZrnIiEbCKoE#t=02m48s

218
Nintendo Gaming / Re: New Wii Zelda
« on: April 16, 2010, 05:08:08 PM »
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.

219
Nintendo Gaming / Re: New Wii Zelda
« on: April 16, 2010, 03:10:38 PM »
Link seems to go the same route Mario does-- mouth all dialogue, but retain the screams and grunts.

221
Nintendo Gaming / Re: Super Mario Galaxy 2
« on: April 15, 2010, 12:45:51 PM »
http://www.vooks.net/story-19077-New-Mario-Galaxy-2-scan-shows-2D-goodness.html

Some of the story has been revealed.

Quote
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...'

'Chico' is the Japanese 'Luma.'

There are scans here, specifically this one, that reveal a new character, Assist Luma, which seems to be the 2P character.

EDIT: The official Japanese website has some new gameplay videos.
http://www.nintendo.co.jp/wii/sb4j/action/index.html

Not only have they remixed the SMW main theme, but also its Ghost House theme for the Haunty Halls Galaxy. And Yoshi's flutter kick noise "HMMMRRRRHH" is now more of a whimper.

EDIT: Link fixed.

222
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.

223
Nintendo Gaming / Re: Super Mario Galaxy 2
« on: April 01, 2010, 08:33:20 PM »
With the added note "It's been 3 years since the last game, and still no online."

224
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. :D

225
Nintendo Gaming / Re: Super Mario Galaxy 2
« on: March 31, 2010, 03:39:52 PM »
From the new trailer it appears that the Mario-head planet acts kinda like a hub-- you can still run around without needing to do anything in the Observatory, but you need to step in front of the ship's wheel in order to access the worlds.

Playing through Mario Galaxy again, I'm a bit thankful for this change, as it's tiresome to go from one edge of the observatory to another over and over.

Thinking about it, I can see why the Observatory could be seen as a bland hub-- it didn't really go with the new mechanics the game offered. I mean, Peach's Castle was built to accompany the fact that moving Mario around in a third dimension was fun in itself, and Delfino Plaza was built for the use of FLUDD. The only notable thing in the Observatory that had relevancy to what the game offered was the Planet of Trials, where you could play with the gravity. Otherwise it was a glorified Peach's Castle, but there was not a lot of substance, just wide open spaces. Galaxy 2's hub-map hybrid seems to correct this problem.

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