For it being the first time it showed Super Mario Galaxy 2 to the press, Nintendo brought a surprising amount of the game to the company's media summit in San Francisco this week. Nearly 10 levels varying in style and difficulty were playable; they showed off a number of new items, features, and platforming challenges.
Make no mistake -- despite the fact that Nintendo claims Galaxy 2 is a full-on sequel to the 2007 Wii title, the game most certainly has the same vibe. It wouldn't be out of the realm of possibility for one to mistake it for the original after a quick, passing glance. And even after getting my hands on the title, it's obvious that the basic mechanics have remained true to the original, including gravity-defying spherical worlds and platforming.
Galaxy 2's greatest strengths seem to lie in its new locales, power-ups, and -- perhaps most important -- the return of Mario's trusty dinosaur pal, Yoshi. I played a number of the new levels, with a focus on Yoshi, and came away impressed (and excited) by Nintendo's latest Mario offering.
Hit the jump for Yoshi-on details of Super Mario Galaxy 2.
In order to get my Yoshi on as quickly as possible, a Nintendo representative suggested we check out a level called "High Tree Falls." In this stage, Mario uses Yoshi -- found inside of eggs sitting in small nests scattered throughout the worlds -- to climb the winding trail on tree trunks and ascend steep inclines that required a little extra boost from a fruit power-up.
This power-up in question was the "Dash Pepper," a spicy fruit that sends Yoshi into a hot-steppin' tizzy. Once eaten, Yoshi "overheats." His entire little dinosaur body turns red, and his wiggly dinosaur legs go into overdrive. This power-up also gives Yoshi a super speed dash ability, leaving a trail of smoke in his dust as he uses the extra step to navigate steep hills previously unclimbable.
I had to navigate the over-spiced Yoshi (gone wild from the taste of the hot pepper) up a series of twisted paths, with any obstacle I hit sending me tumbling down to my start. The goal here is to successfully navigate the path to another pepper (and another, and then another), continuing on until the final goal (a star, as in the previous game) is reached.

In another level, you'll make Yoshi eat another new type of fruit, the "Blimp Fruit." This does exactly what you'd expect, expanding Yoshi's belly with helium-like air that sends him floating as if he were a hot air balloon. The only control you have over Yoshi is left and right, as the "Blimp Fruit" will take you up, up, up. It's timed, so if you don't navigate the level properly using the fruit, you'll deflate and send Yoshi (and Mario) plummeting towards the ground.
A few notes about controlling Yoshi, as things are both familiar and new in Galaxy 2: Yoshi's moves should feel familiar to Mario veterans. They include the butt stomp and the fluttering kick that will give your jumps a little extra air (by simply holding the jump button for a little longer).
It's how Yoshi's tongue is being used that's different. Instead of simply directing Yoshi toward a fruit or item and pressing a button, you'll have to hover the on-screen reticle to aim at the target and then press the "B" button on the Wii Remote to extend his tongue. A red circle lets you know you're good to go, and this applies to not only fruit, but also to an enemy or object (like a lever, for instance).

It takes a bit of getting used to. As a Yoshi veteran, I wasn't cognizant of where my reticle was, especially in the heat of the action. But after a few levels (and failures), it became second nature, and I was using my Yoshi's tongue like a pro. (That sounded naughtier than I had intended; please believe me when I say that.) This ability can be used in some clever ways as well. In one section, I had used the tongue to capture and hold some Bullet Bills in Yoshi's mouth. I then had to fire them off to shatter a glass sphere that had previously blocked my path.
While an easy focus, Yoshi's not the only new ally or power-up Nintendo was showing off. In some areas, you'll encounter a small drill item, which, when held, allows you to tunnel through certain areas of the ground, right through to the other side of the planet. On the planets I had seen, some spots on the ground were marked with a small crater, which usually indicated that drilling through would lead to a previously unobtainable platform or item. One boss, Digga Leg, even required the use of the drill. It was necessary to lure the stomping mechanical beast to a certain point on a small "planet," after which I used the drill to dig through and nail an exposed belly area.

When Nintendo revealed Super Mario Galaxy 2 at E3, I had mixed emotions. At first, I was disappointed that Nintendo had decided to revisit the Galaxy formula so soon, presenting what appeared to be an expansion of the original. Even after playing it, I'm not entirely convinced I was playing a game so drastically different that it warrants a "2," as much as it could be called More Super Mario Galaxies.
But let's be realistic -- for anyone who enjoyed the original, More Super Mario Galaxies isn't the worst thing Nintendo could deliver to its fans. And despite feeling familiar, it's obvious there are enough new challenges and clever tricks that should keep fans happy when Super Mario Galaxy 2 ships on May 23. I certainly can't wait to explore more galaxies, especially with a familiar green dino friend by my side.
there is full orchestration in the game, it's just not done.
Honestly, I could care less about that music. Sure galaxy's music was great, but it shouldn't be the motivating factor for enjoying the game.
Personally, I expected Mario Galaxy 2 to feel familiar to the first game. I mean, a sequel's general purpose is to do bigger and better things than the first game.
Besides, there was an opportunity for Nintendo to further experiement with and expand on the ideas of the first game's spherical level design and gravity mechanics. Besides, the sequel would naturally use the same game engine and core gameplay mechanics.
@TheJesusNinja26
You're missing out, dude.
Anyway, what I really want to know is if this game will feature any form of hub world, and if it will be closer to the bland, lazy one from Galaxy or something more interesting like the one from SMB64 or even sunshine.
Thank you for saying that so I wouldn't have to.
Also that's one pissed off crab in the second picture. Looks like he's shaking his fist at mario.
Just wondering because I actually quite disliked Galaxy's hubworld- I thought it had a somewhat melancholy atmosphere to it, or rather, more beautiful yet sad than I would have liked from a Mario game. I'm just wondering if the mood there changed.
One of the levels was a particuarly nasty Purple Coin Challenge. It was time for 4 minutes, and you had to collect 100 coins across a series of moving platforms that were flippable pannels -- red and blue. To flip them, you'd do a spin in the air above them (jumping, shaking the Wii Remote).
Throw in some electric "fence" obstacles and big, rolling balls, and you have quite a challenge. I didn't try it out, but I heckled MTV Multilayer's Russ Frushtick as he failed out on all of his lives. Rawmeat Cowboy from GoNintendo tells me he beat it on his FIRST TRY. He's a savant!
@Stoomie:
It was MIDI music, from what I could tell. I asked if that was placeholder, and no one could give me a definite answer. Sorry.
@neoREgen:
We didn't get a chance to see any real, in-game world selection screen or hub. Instead, we got to choose from a blue-text list of level names.
Also, any news on other boss characters besides Bowser and Junior? Would love to see the Koopalings in Galaxy 2! Wouldn't it be rad to see a Shy Guy, Ninji or Mouser?!
I don't care about Mario Galaxy.
Shit game.
You know, I'm reminded of that rumor about Sonic being playable in this game. Wouldn't that be amazing? Imagine Nintendo programming and designing Sonic into a Mario game. It would be just like what people have been asking for since M&S came out: an adventure game starring both characters. Not only that, but it'd give us a great look into how someone other than Sonic Team would handle Sonic in a big budget game like Super Mario Galaxy 2. Or what it'd be like when Sonic Team works on Nintendo's schedule or something, who knows.
In any case, it'll be hella fun to ride Yoshi around again.
Anyway, can't complain about more levels to the Most Fun Ever. It's all fantastic to me!
I hope this one has more Daredevil Comets. Some of the most satisfying moments from the original came from the no-damage requirements.
I don't know about you, but SMG's orchestrated score was so amazing, it was honestly one of the contributing factors to why I call SMG one of the best Mario platformers ever.
If the music in SMG2 isn't amazing, I'd still buy the game, but damn if Nintendo's orchestra isn't the greatest musical ensemble on the planet.