Official Trailer

Coming: 2010

From IGN's Interview: "Reggie Fils-Aime on the Record"

IGN: You have a bit more insight on the development of Galaxy 2. What's the direction for the game? Do they really want to blow it out or will it be more of the same? 

Reggie: What Mr. Miyamoto has shared is that if the first Galaxy was maybe more inviting in terms of all the audiences, what Galaxy 2 is going to be is maybe a little more Nintendo fan / harder gamer focused. A little tougher. The use of Yoshi makes it a little more challenging. We showed some of the snippets of some of the activities -- it's a bit more challenging. It's going to be, if you will, for more of that passionate Mario fan who grew up getting challenged with Super Mario World. It's going to be much more in that area.

From "Shigeru Miyamoto Roundtable LiveBlog"

"With Super Mario Galaxy, it's the first time we really worked with spherical worlds and we had a lot of ideas about how to use gravity. However, when we finished the game, we realized there were a ton of ideas we just couldn't fit in," he says.

More than 90 percent of what you will see in Super Mario Galaxy 2 is all brand new. Maybe even 95 percent . . . Galaxy 2 contains roughly the same amount of content as the original. 

 Galaxy 2 is very, very far along, but since Nintendo has New Super Mario Bros. Wii, it's going to hold off and keep Galaxy 2 for next year. :(


Posted by Ravenprose Wed, 03 Jun 2009 05:10:55 (comments: 443)
<< prevnext >>
 
Sat, 27 Feb 2010 20:01:44

gamingeek said:

This is fantastic, I need to play Galaxy!

Oh and I just noticed this, Yoshi in fire running up the walls is the basis for Sonic gameplay. Nyaa

 
Mon, 01 Mar 2010 13:03:21

Dvader said:

gamingeek said:

This is fantastic, I need to play Galaxy!

Oh and I just noticed this, Yoshi in fire running up the walls is the basis for Sonic gameplay. Nyaa

Please god no!

 
Wed, 14 Apr 2010 18:36:40

New scans. 

 
Thu, 15 Apr 2010 04:37:15
So purrty.
 
Thu, 15 Apr 2010 05:31:36
That 2D SMB section looks so amazing. Could you imagine if NSMB looked like that.
 
Wed, 21 Apr 2010 19:48:47



Destructoid


http://www.destructoid.com/exploring-the-clouds-in-super-mario-galaxy-2-171619.phtml



Nintendo has been on a big kick showing off Super Mario Galaxy 2 this year. Nick brought us a preview detailing Yoshi and some power-ups tied to the lovable dinosaur. Then Ben brought us a preview detailing the rock power-up and the hub world.


Destructoid was invited out to Nintendo once again to check out Super Mario Galaxy 2, and we got to see the new cloud power-up, the bigger focus on two-player co-op and Super Mario Galaxy 2's version of the Super Guide featured in New Super Mario Bros. Wii.


Jump on through the break for our latest look at Super Mario Galaxy 2.


SMG2 Cloud Mario_03-620x.jpg


Super Mario Galaxy 2 (Wii)
Developer: Nintendo
Publisher: Nintendo
To be released: May 23, 2010


Except for the Ice Flower, every power-up from the original game will be appearing in Super Mario Galaxy 2. New to the mix of power-ups are the drill, rock suit and the recently revealed and final ability, the cloud suit.


As Cloud Mario, you'll have three clouds that you can summon as a platform by shaking the Wii Remote. You only get three cloud platforms, but levels that utilize the cloud ability are usually littered with cloud power-ups, so you'll easily be able to restock on more clouds. Levels that require the ability -- such as ones found in the Fluffy Bluff or Cloudy Court Galaxies -- mostly consist of large open areas in which the player has to create platforms to progress. Some areas in levels will have wind blowing that will move your cloud platform when created in the wind's path.


Two player action 01-620x.jpg


Levels are centered on Mario using the cloud power, and you'll find yourself having to plan your course of action. You'll have to move quickly, as the clouds will disappear after several seconds. Also, players will be able to "ground pound" right through clouds, and touching water will make you lose the power-up. That's a bit odd, seeing as clouds are made of water.


Just like in the original game, a second player can hop in and lend a hand in the Co-Star mode. Player two will use the Wiimote to shoot Star Bits at enemies, collect objects, help Mario jump higher and hold enemies in place.


Additionally, player two can now kill or stun enemies by shaking the Wiimote as they hold onto them. It's a simple little addition, yet it definitely makes the second player feel more involved. Player two can also send special messages heard over the first player's Wiimote speaker. By pressing on the D-pad, cheers and classic Mario sound effects can be beamed to the first player. As my co-op buddy, Rey Gutierrez, demonstrated, this feature can easily be abused. Also, player two can go to town tickling NPCs -- a funny and slightly disturbing option.


Cosmic Witch 02-620x.jpg


Nintendo is introducing two helpful elements to Super Mario Galaxy 2 that are similar to the Super Guide from New Super Mario Bros. Wii. Some sections in the levels will have a little television called Hint TV. The TV will show a quick video demonstration of how players should get past those sections; it's merely in place to offer a helpful tip.


The other aid players will get in Galaxy 2 is called the Cosmic Guide. The Cosmic Witch -- who looks a lot like Rosalina -- will take over the controls and play the game until the player is ready to try for themselves. The Cosmic Guide will appear if the player dies too much or seems stuck in an area. Activating the Cosmic Guide will automatically give the player a bronze star instead of the normal gold star.


I noticed during my playthrough a lot of nods to classic Mario games, especially to Super Mario World. Yoshi -- who is ridiculously cute -- will run off crying and screaming when forcefully separated from Mario. A layer of drums is also added to the music whenever Mario hops onto the all-consuming dinosaur. Another thing I picked up on was the use of the Ghost House music from Super Mario World in the ghost level in Galaxy 2. You can expect a lot of Easter eggs like this throughout the game.


Two Player Action 02-620x.jpg


Aside from some graphical improvements, Galaxy 2 is using the same engine found in Galaxy. The game feels a lot like the original, a point that has drawn a lot of criticism, but is that really such a bad thing? It's Super Mario Galaxy, but with a lot of new awesome stuff added. The star count is on par with the original, and that same Mario charm is as present as ever.


The sounds, visuals and more just kept a giant smile plastered on my face. Needless to say, if you loved the first game, then you'll definitely adore Super Mario Galaxy 2.




Joystiq


http://www.joystiq.com/2010/04/21/super-mario-galaxy-2-co-op-and-cloud-power-up-preview/



Just over a month from today, Super Mario Galaxy 2 will somersault onto store shelves. We thought we'd seen just about everything the final game would have to offer but, as Nintendo showed me earlier this week at its Northern California offices, there are still plenty of surprises to be found in this sequel.

While my last hands-on had me controlling the portly platforming plumber exclusively, this one started me out with a Luma in the game's revamped, expanded co-op mode. When I did play as Mario, I got a chance to try out the latest addition to his growing wardrobe of specialized suits, transforming into the extra-floaty (and fluffy) Cloud Mario. Then came the unexpected: A galaxy based on Super Mario Sunshine (sorry, folks -- no FLUDD).


The first stop on the tour was the Yoshi Star Galaxy. With Nintendo Treehouse's Bill Trinen in control of a Yoshi-riding Mario, I was able to help him out as player two, a Luma that automatically tags along and can do more than just grab Star Bits (as anyone wielding a second Wiimote in the first game could). Using my clearly labeled "Player 2" pointer, I was able to interact with objects and enemies in a variety of ways. For one, I could point at coins and press A to collect them and bring them back to Mario. More importantly, I could do the same with enemies -- except, when I grabbed them, shaking the Wiimote sent them packing. Player two can also squish spiky plants (as long as A is held down) and grab air bubbles for Mario when he's underwater.

Bill took on the 2P role for the rest of the demo, which moved on to the Starshine Beach Galaxy. It's a total homage to Super Mario Sunshine -- at least aesthetically. There were Piantas (Sunshine's big-nosed, grass skirt wearing denizens) to interact with, and even a giant statue of one towering over the stage. The objective here was to collect five smaller, silver stars and bring them back to one of the Piantas in order to get the main star. The level also provided a chance to run across water atop a Yoshi after making him eat a Dash Pepper.

Next it was time to don the Cloud Suit in the aptly-named Fluffy Bluff and Cloudy Court galaxies. After grabbing the power-up, I could jump and shake the Wiimote (as if performing a spin jump) but, instead of spinning, a cloud platform -- complete with smiley face -- would appear. It held its shape for a good 15 seconds.



Several small clouds trailed behind Mario when he was wearing the suit, indicating its limited-use status. it was okay -- the levels were stocked with the necessary number of power-ups to get through. Before using the suit's power for the first time, Bill suggested I walk up to and look at a nearby sign that looked like a TV screen. It was one of the game's "Hint TVs." Activating these signs shows a quick overview of how new mechanics work, in case you're having trouble with them.

I saw the next level of this in the Cloudy Court Galaxy, where, if I were to fail too many times, the Cosmic Spirit -- an ethereal princess -- would appear and offer to activate the Cosmic Guide, Super Mario Galaxy 2's equivalent of Super Mario Bros. Wii's Super Guide. At that point, the game effectively plays for you, using a replay of one of the developers playing through the level. If you choose to use this feature (even for a moment) you'll only get a bronze star for the level, instead of the gold star.

I got a chance to put the Cloud Mario suit to a slightly different use in this galaxy. By jumping into strong gusts of wind and creating a cloud beneath Mario, I made my own moving platforms, being mindful to jump and create a new one before the current cloud dissipated.

There are still a couple more neat surprises in store from Super Mario Galaxy 2, but, based on what I've already played, there's no question that this is a far cry from a "Super Mario Galaxy 1.5." It's a full-blown sequel packed with new challenges and gameplay mechanics that have managed to put a smile on my face every time.







View the full Flickr set here





 
Wed, 21 Apr 2010 19:57:29

gamepro

http://www.gamepro.com/article/previews/214904/super-mario-galaxy-2/

Even though it’s been a little more than a year since I last jumped into Super Mario Galaxy, it’s amazing how natural every new gameplay mechanic feels. And even though I spent the first few minutes of our recent demo awkwardly fumbling with the Wii controller, it didn’t take very long before I was jumping, stomping, and wall kicking like a pro. That being said, Nintendo is nonetheless throwing a whole batch of new challenges into Super Mario Galaxy 2, and we got to take the latest set of them head-on with Mario, Yoshi, and a whole new power-up

Let's talk about the newly unveiled "Cloud Suit" first. Despite looking somewhat goofy, it's an awesome power-up that adds a complex element to Mario's moves. Nintendo's demo team showed us how it works in the new Fluffy Bluff Galaxy, a spacious range of high hills paired with widely spaced cliffs. As Cloud Mario, you gain the ability to create cloud-shaped platforms by using the Spin move. For every Cloud Mushroom you pick up, Mario can lay down three platforms anywhere in the level, either all at once or at different points throughout the world. But what makes the Cloud Suit so useful is the fact that it can temporarily fix critical mistakes -- after accidentally overshooting a long jump, I was able to use a well-timed Spin to save myself with a cloud platform.

But don't think that Cloud Mario doesn't have weaknesses; his platforms eventually fade away, and if you don't have a safe place to land after you use all three, you're doomed to a long drop.

Super Mario Galaxy 2

As we progressed through the level, we also came across Super Mario Galaxy 2's version of the Super Guide, which the Nintendo team dubbed the "Cosmic Guide." Much like the controversial tutorial feature from New Super Mario Bros. Wii, the Cosmic Guide gives a helping hand to less experienced players by showing the best route past tough obstacles. In certain (read: difficult) parts of the game, an empyreal apparition of Rosalina will give you the option to skip over a certain stretch of the level as the computer takes over for the player. At any time, the player can regain control of Mario and continue playing with the "+" button. However, if you choose to use the Cosmic Guide at any time, the Power Star at the end of the level will turn into a Bronze Star, signifying that you took the easy way out -- no matter how much (or little) of the level you skipped. In our case, the computer showed us a straightforward method of complicated jumps we could use as Cloud Mario in order to reach a far off Power Star, although it didn't look too tricky by any means.

Cloud Mario's powers also played a huge role in the Cloudy Court Galaxy, where light breezes moved various platforms around a vastly disconnected level full of high walls and windmills. In this galaxy, Cloud Mario's platforms moved with the wind, carrying him over large gaps to stable flats of solid land. As we played through, we found that clearing the largest chasms was a simple matter of judiciously timing Spin moves and long jumps. With the right combination of both, Mario could use the cloud platforms to easily traverse areas that would normally be inaccessible via normal jumps. In Cloudy Court, the effect was further emphasized as strategically placed windmills would push our self-made platforms in several directions, which sometimes made grabbing Coins and Star Bits a little harder than usual.

Super Mario Galaxy 2

Another stop on the preview tour was the Yoshi Star Galaxy, a mostly flat landscape lush with flowers, green grassy tracks, and a few high platforms to boot. Most importantly, it was the first level where we'd get to run around with Mario's trusty green steed. After trouncing a few enemies in our way, we immediately hatched the green dinosaur out of his trademark egg and let loose on the level. As Dave and Heidi have noted before, controlling both Mario and Yoshi at once is starkly different from the feel of the first Super Mario Galaxy title, but I thankfully had a little bit of co-op help from the demo team along the way.

If anything, playing Super Mario Galaxy 2 with a friend feels even more satisfying than going solo, as the subtle two-player mechanics get a lot deeper with these new co-op levels. While much of the "Co-Star Mode" remains the same as before -- your partner player can collect Star Bits, Coins, and hold down enemies for an easy kill -- using all these moves in harmony is what's really important. As my demo partner and I made our way through the level, I'd occasionally shoot Star Bits to stun random enemies, making them prime targets to get stomped or gobbled up by Yoshi. For critters that tend to move around a lot, like the various types of pesky Goombas, this was a huge teamwork-builder. It also made collecting Star Bits and Coins a lot easier, as any properly controlled Yoshi/Mario team can typically leave a lot of colorful destruction in their wake.

Super Mario Galaxy 2

After that, we hopped over to the Starshine Beach Galaxy, a little piece of tropical surfside real estate populated by packs of Spinies and pesky Latikus. Here, we got to toy with a couple more power-ups -- namely the Dash Pepper and Blimp Berry. While we've seen that Yoshi can run up walls and over ramps at super-speed while peppered up, this level showed us that the Dash Pepper also allows the green machine to zip across long stretches of water. It's a lot faster than Yoshi's plodding doggie paddle, and paired with a fluttering jump, it covers a lot of distance at once. We used that trick to run across a long stretch of water to a buoyant circular platform in the middle of a large lake, where we had to turn the partially submerged platform at just the right angle to grab one of the level's five Silver Stars.

Our next few tasks were also reachable only thanks to Yoshi's unique skills, as we used his tongue tactics to suck up a Spiny Shell and spit it out like a rocket, shattering a barrier to another Silver Star. Soon after that, we managed to grab another star by using Yoshi's tongue as a grappling hook, swinging from floating flowers to reach heights we couldn't get to with basic jumps. After using a second Shiny Shell projectile to unseal a Blimp Berry power-up, Yoshi swelled up and expelled air like a loose balloon, floating high into the sky for the last Silver Star we needed to clear the level.

Judging by our 60-plus minute demo with these new levels, Super Mario Galaxy 2 is going to have plenty of challenges in store to accompany these new power-ups. Controlling both Yoshi and Mario was fun both solo and as part of a team, and it's probably going to make the now month-long wait just a little bit harder for all you Nintendo Wii owners. As someone who's just stepped back into Mario's galaxy after a long hiatus, I'm definitely feeling the itch to go hunting for Star Bits, Coins, and Power Stars all over again.

You lazy bums.

 
Wed, 21 Apr 2010 20:41:45

Gamesradar

Super Mario Galaxy 2 - preview

Last week a surprise batch of Nintendo assets unceremoniously appeared on the internet. Among them was art of Mario wearing a cloud suit, suggesting a new power-up was on the way for Galaxy 2, but there was no corresponding press release or official word on what Cloud Mario actually does in the game. After a quick trip down to Nintendo, we now know precisely what’s up with him, along with the new (better) co-op mode and something called the “Cosmic Guide.”

All About Cloud Mario

As with any Mario ability, the Cloud Suit transforms our hero into a bizarre amalgamation of man and power-up. In this case, a cloud-man that sprouts fluffy mid-air platforms when you shake the remote. This enables you to make dramatic leaps, then summon a cloud at the last second to save you from plummeting into one of the game’s many bottomless pits. The catch: you only get three shakes at a time, and once you’ve used that third platform, you’re just a regular Mario in a silly cloud costume.


Tip: Grabbing another Cloud Suit replenishes your cloud-count

In a way, the Cloud Suit is death insurance. While the areas we played (Fluffy Bluff and Cloudy Court Galaxies) demanded smart use of the cloud platforms to reach great heights or to ride gusts of wind, there were enough extra Cloud Suits lying around that we always had one extra platform on reserve in case we missed a particularly gutsy jump. As with the Bee Suit, stepping in water removes your cloudish powers.

This particular level was a fantastic showcase of how Cloud Mario can really open up an otherwise typical level. Our first pass through was assuredly fun, but the second trip (demoed by Nintendo’s own Bill Trinen) revealed new paths and all sorts of acrobatic opportunities for more daring players.

Next page: The new co-op mode, trailer and the ethereal Cosmic Guide

The new co-op

The first game’s two-player mode was pretty lame – as player one ran around as Mario, y’know, playing the game, you could point a second remote at the screen and shoot star bits at enemies. Or you could collect them for player one, but all in all it was a very detached experience that wasn’t a great deal of fun. Now, player two controls an orange Luma that hovers behind Mario.

As this little Luma you can target enemies and actually defeat them, enabling player one Mario to navigate without additional worry. L’il Luma can still shoot and collect star bits, plus zip out and grab coins and 1up mushrooms. However, you can’t collect power-ups and bring them back to Mario, nor can you acquire special items like Comet Coins. Granted, it’s not a true multiplayer experience like New SMB Wii, but it’s definitely a step up from the first Galaxy.


The Cosmic Guide is a free pass

Remember the Super Guide in New SMB Wii? It let you skip certain parts of levels if you got sick and tired of dying in the same place over and over. In Galaxy 2, that role is filled by this ghostly lady called the Cosmic Guide (or Cosmic Witch), who looks a lot like Rosalina from the first game. Unlike the Super Guide, this lady isn’t available for every stage – she only appears in designated areas if you’ve died again and again, or have become lost and end up fiddling around for too long.

Should you accept her assistance, the star you collect at the end of the level will be bronze, not gold, so if you’ve got any sense of completion, you’ll want to shy away from the Cosmic Guide unless it’s totally necessary. Normally we’d assume no area of a modern Mario game would be so hard we’d have to use this feature, but then again, if Nintendo’s already scouted specific spots as “hard” and offered a way out, we could be in for something truly challenging.

 
Thu, 22 Apr 2010 11:12:26
<< prevnext >>
Log in or Register for free to comment
Recently Spotted:
*crickets*
Login @ The VG Press
Username:
Password:
Remember me?