Author Topic: Miyamoto Comments on Super Mario Galaxy 2's Difficulty  (Read 9220 times)

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Offline Ian Sane

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Re: Miyamoto Comments on Super Mario Galaxy 2's Difficulty
« Reply #25 on: November 17, 2009, 07:37:56 PM »
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I'm pretty sure the developers intended for people to skip heart containers if they felt the game was too easy. If they were mandatory then you might have a point, but the heart containers are like selecting your difficulty without making you feel like a wimp for choosing the "casual" setting.

The reason Wind Waker has heart containers is entirely because the original Zelda had heart containers and it's become a series staple.  I suppose you could make that point about the original Zelda but that game is pretty damn challenging and appears to be designed under the assumption that the player picks up the hearts.

This is going totally off topic though.  I was just using Wind Waker as an example of Nintendo game with a weak difficulty and how Super Mario Galaxy didn't have that problem.

Offline NinGurl69 *huggles

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Re: Miyamoto Comments on Super Mario Galaxy 2's Difficulty
« Reply #26 on: November 17, 2009, 08:15:20 PM »
If you get hit, it's gotta HURT.
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Offline Peachylala

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Re: Miyamoto Comments on Super Mario Galaxy 2's Difficulty
« Reply #27 on: November 17, 2009, 11:04:22 PM »
This reminds me I need to get Galaxy 1...

Speaking of which I received my prize for stumping Zach back at the Metroid Marathon. A Super Mario Galaxy players guide.

I felt that Galaxy's difficulty was balanced.Early on it was pretty easy but later on it was challenging without being frustrating.
Some of the earlier levels were challenging. The Cookie Platform Hell made me feel weak a couple of times.

Pathetic.
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Offline NWR_Lindy

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Re: Miyamoto Comments on Super Mario Galaxy 2's Difficulty
« Reply #28 on: November 17, 2009, 11:05:27 PM »
I don't make up artificial challenges in a game.  I pay money to have game designers make up challenges for me, I shouldn't have to do it myself.
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Offline NWR_Neal

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Re: Miyamoto Comments on Super Mario Galaxy 2's Difficulty
« Reply #29 on: November 17, 2009, 11:28:40 PM »
I don't make up artificial challenges in a game.  I pay money to have game designers make up challenges for me, I shouldn't have to do it myself.

Word, dawg.
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Offline Mop it up

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Re: Miyamoto Comments on Super Mario Galaxy 2's Difficulty
« Reply #30 on: November 17, 2009, 11:30:56 PM »
You don't like it when game designers give you options? No wonder Nintendo games are typically lacking in them...

Offline BeautifulShy

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Re: Miyamoto Comments on Super Mario Galaxy 2's Difficulty
« Reply #31 on: November 18, 2009, 12:32:54 AM »
Mop_it_up does have a point. Way back on the NES in Zelda 1 there were lots of ways to change the game and make it more challenging than it was. A more recent example is RE4 there are different ways to play the game. A Grenade launcher run, Knife Run, Handgun run. Of course you can play it normally and it is challenging the first time through.Or on any new game starts.
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Offline MegaByte

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Re: Miyamoto Comments on Super Mario Galaxy 2's Difficulty
« Reply #32 on: November 18, 2009, 03:29:55 PM »
I was going to make a joke about how back in my day, we had to make our own challenges, AND WE LIKED IT.  But it was Lindy who posted, so that kills the joke.
Aaron Kaluszka
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Offline BlackNMild2k1

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Re: Miyamoto Comments on Super Mario Galaxy 2's Difficulty
« Reply #33 on: November 18, 2009, 05:04:48 PM »
I was going to make a joke about how back in my day, we had to make our own challenges, AND WE LIKED IT.  But it was Lindy who posted, so that kills the joke.

no it doesn't.


Back in my day, we had to make our own challenges, AND WE LIKED IT. One time we created a GIANT NES CONTROLLER so that we could finally play Super Mario Bros. at the same time. I control the D-pad and my cousin controlled run and jump. Now that's how you did co-op back in my day.
« Last Edit: November 18, 2009, 05:09:06 PM by BlackNMild2k1 »

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Re: Miyamoto Comments on Super Mario Galaxy 2's Difficulty
« Reply #34 on: November 18, 2009, 05:12:10 PM »
I don't make up artificial challenges in a game.  I pay money to have game designers make up challenges for me, I shouldn't have to do it myself.

What's the real difference between making up artificial challenges for yourself or having someone else make up artificial challenges for you like Trophies or Achievements apart from the shiny picture or meaningless number that other people online can see? (This isn't bashing trophies or achievements; I think that they're good things when used well. I just don't see a real difference between doing them or doing challenges you made up yourself.)
« Last Edit: November 18, 2009, 05:15:31 PM by insanolord »
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Offline that Baby guy

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Re: Miyamoto Comments on Super Mario Galaxy 2's Difficulty
« Reply #35 on: November 18, 2009, 06:18:03 PM »
The game can be designed for the ones the developers create, while the ones gamers come up with aren't always exactly meant to be done via legitimate ways.

That said, some games, especially earlier ones, were designed for gamers to create challenges.  Some RPGs, like the ones where forced fights give no experience, for example.  I think that developers are realizing they can point out certain challenges is a big plus, but sometimes designed challenges don't get mentioned for being too challenging, or for some other reason that eludes me at the moment.

Offline King of Twitch

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Re: Miyamoto Comments on Super Mario Galaxy 2's Difficulty
« Reply #36 on: November 18, 2009, 07:59:10 PM »
I shot mario from the cannon onto the top of the igloo nearby for a star this morning. It was awesome. Beating Zelda with only 3 hearts is awesome.

It's about the journey, not the end credits.
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Offline Mop it up

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Re: Miyamoto Comments on Super Mario Galaxy 2's Difficulty
« Reply #37 on: November 18, 2009, 11:11:12 PM »
Think of the heart containers like a difficulty setting. If you want to play on easy, you collect them all. If you want to play on medium, you collect every other one. If you want to play on hard, you collect very few or none of them.

The heart containers are like a cleverly disguised Super Guide feature...

Offline NinGurl69 *huggles

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Re: Miyamoto Comments on Super Mario Galaxy 2's Difficulty
« Reply #38 on: November 18, 2009, 11:13:40 PM »
bah. make the enemies harder and the heart pieces HARDER to get.

get hard.
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Offline BwrJim!

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Re: Miyamoto Comments on Super Mario Galaxy 2's Difficulty
« Reply #39 on: November 18, 2009, 11:16:43 PM »
see, i always looked at the heart containers as a challenge to collect, along with the milk bottles and skultulas.   I always thought rupees were useless in the world of zelda and to this day they still are.
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Offline King of Twitch

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Re: Miyamoto Comments on Super Mario Galaxy 2's Difficulty
« Reply #40 on: November 19, 2009, 01:19:58 AM »
Well yea, what with the bad economy and exchange rates and all
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Offline Plugabugz

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Re: Miyamoto Comments on Super Mario Galaxy 2's Difficulty
« Reply #41 on: November 19, 2009, 05:26:06 AM »
but how long does it take for the super guide to win the game without player input?

SOMEONE ASKED THE HOLY GRAIL. VICTORY!

I want someone to attempt this. Die 8 times and then put the controller down.

Offline BeautifulShy

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Re: Miyamoto Comments on Super Mario Galaxy 2's Difficulty
« Reply #42 on: November 19, 2009, 05:53:01 AM »
but how long does it take for the super guide to win the game without player input?

SOMEONE ASKED THE HOLY GRAIL. VICTORY!

I want someone to attempt this. Die 8 times and then put the controller down.
I guess I could do that on another file.
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Offline BeautifulShy

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Re: Miyamoto Comments on Super Mario Galaxy 2's Difficulty
« Reply #43 on: November 19, 2009, 06:11:39 AM »
but how long does it take for the super guide to win the game without player input?

SOMEONE ASKED THE HOLY GRAIL. VICTORY!

I want someone to attempt this. Die 8 times and then put the controller down.
I guess I could do that on another file.

Well it seems that you can't do that. Once you use the Super Guide on one level you have to get more 8 more lives to lose to use on the next level. There isn't a "Die eight times and you can use the Super Guide for the rest of the game without doing anything."

Basically it would take longer to beat the game than just playing it yourself.

Basically if someone wanted to do this they would have to get 99 lives then start at 1-1 again and replay all of the levels till they had 1 life then get 99 lives again then continue where they left off. Not really worth the time and in a sense might steer people from using the Super Guide as a way to beat games thus making them want to do it themselves.
« Last Edit: November 19, 2009, 06:26:40 AM by Maxi »
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Offline Plugabugz

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Re: Miyamoto Comments on Super Mario Galaxy 2's Difficulty
« Reply #44 on: November 19, 2009, 04:09:07 PM »
I see. It's a little counterproductive then :(