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Official Super Mario Galaxy Hands-on Thread - ALL Previews Here

jj984jj said:
I don't see how, why would I wish for something if it has already been realized?

I'll use simple substitution to show what I mean. It is the case that Retro is working on Metroid Prime 3. Now let's say I wish Intelligent Systems was working on it: "I'm wishing it's what Intelligent Systems has been working on instead of Retro."
 
I think what he means by Super Mario Sunshine looks more awesome is that the platforming was very dynamic, exciting and TRICKY.

You were triple jumping into a fludd hover on a tight rope to jump to the next higher tight rope, only to fall into a stage where you lost your fludd and had to wallhop 5 times to catch the edge of a ledge and then triple jump to the next platform in which you had to backflip to the next stage where...

Or even in Delfino Plaza, having to triple jump to yoshi, who had to double jump-float to a boat to get over to the pipe. In which you once again lose fludd and have to run around rotating platforms and balance while backflipping onto the next one.

The Platforming was AWESOME guys. And what we've seen so far in Galaxy is standard platforming SO FAR.

And quit with the groupthink hate on Sunshine, it was an extraordinary game. I can't wait for Galaxy
 
Tristam said:
I'll use simple substitution to show what I mean. It is the case that Retro is working on Metroid Prime 3. Now let's say I wish Intelligent Systems was working on it: "I'm wishing it's what Intelligent Systems has been working on instead of Retro."
You're talking about the game being in development? Why didn't you say so before? I see what you're saying now, but it shouldn't be that misinterpreting since I quoted titiklabingapat.

P.S. Can someone make a gif of bee Mario swinging? :)
 
tetrisgrammaton said:
this is bs

Wet-Dry World is one of the best examples of level design ever created
Wet Dry world was tiny and completely devoid of challenge, much like most of Mario 64's levels. It could've been a pretty good level if they actually incorporated some puzzles that depended on the water level changing mechanic, but as it stands you didn't even have to raise the water level to collect any of the stars.
 
LanceStern said:
I think what he means by Super Mario Sunshine looks more awesome is that the platforming was very dynamic, exciting and TRICKY.

You were triple jumping into a fludd hover on a tight rope to jump to the next higher tight rope, only to fall into a stage where you lost your fludd and had to wallhop 5 times to catch the edge of a ledge and then triple jump to the next platform in which you had to backflip to the next stage where...

Or even in Delfino Plaza, having to triple jump to yoshi, who had to double jump-float to a boat to get over to the pipe. In which you once again lose fludd and have to run around rotating platforms and balance while backflipping onto the next one.

The Platforming was AWESOME guys. And what we've seen so far in Galaxy is standard platforming SO FAR.

And quit with the groupthink hate on Sunshine, it was an extraordinary game. I can't wait for Galaxy

QFMFT
 
Wii said:
I love how every item actually does something unique in Galaxy, unlike Sunshine and it's goddam red AND blue coins.
How do you know there won't be a blue coin hunt in Galaxy? LOL
The blue coin hunt in Sunshine could've used some more polish, like maybe giving us a checklist or something, but it did add a lot to the exploration element.
 
jj984jj said:
You're talking about the game being in development? Why didn't you say so before? I see what you're saying now, but it shouldn't be that misinterpreting since I quoted titiklabingapat.

P.S. Can someone make a gif of bee Mario swinging? :)

Yeah, haha. I was wondering if you had some kind of crazy insider information.

EDIT: OK before this gets out of hand, Super Mario 64 was a much better game than Super Mario Sunshine.
 
LanceStern said:
I think what he means by Super Mario Sunshine looks more awesome is that the platforming was very dynamic, exciting and TRICKY.

You were triple jumping into a fludd hover on a tight rope to jump to the next higher tight rope, only to fall into a stage where you lost your fludd and had to wallhop 5 times to catch the edge of a ledge and then triple jump to the next platform in which you had to backflip to the next stage where...

Or even in Delfino Plaza, having to triple jump to yoshi, who had to double jump-float to a boat to get over to the pipe. In which you once again lose fludd and have to run around rotating platforms and balance while backflipping onto the next one.

The Platforming was AWESOME guys. And what we've seen so far in Galaxy is standard platforming SO FAR.

And quit with the groupthink hate on Sunshine, it was an extraordinary game. I can't wait for Galaxy
Exactly what I wanted to say, thanks!
I love how you can reach the top of tall walls and buildings by doing a spinning jump into a wall jump and then hovering over. No other 3D platformer can capture the feeling you get in Sunshine when you routhinely pull off maneuvers like this :)
 
LanceStern said:
I think what he means by Super Mario Sunshine looks more awesome is that the platforming was very dynamic, exciting and TRICKY.

You were triple jumping into a fludd hover on a tight rope to jump to the next higher tight rope, only to fall into a stage where you lost your fludd and had to wallhop 5 times to catch the edge of a ledge and then triple jump to the next platform in which you had to backflip to the next stage where...

Or even in Delfino Plaza, having to triple jump to yoshi, who had to double jump-float to a boat to get over to the pipe. In which you once again lose fludd and have to run around rotating platforms and balance while backflipping onto the next one.

The Platforming was AWESOME guys. And what we've seen so far in Galaxy is standard platforming SO FAR.

And quit with the groupthink hate on Sunshine, it was an extraordinary game. I can't wait for Galaxy

Sunshine hate killllllls me. The platforming was great. Sunshine was just pure fun. I'm going to overpay for another copy of this game :(
 
traveler said:
EAD's next project had better be Pikmin 3 OR Mario Paint 2. I'd take either. :D

Pikmin 3 plz. You mentioned Mario Paint 2 in another thread. What's the point? Open up Microsoft Paint. If there are two things that need to return, it'd be the composer sheet (easily done as a side thing in Wii Music, which should allow for both conducting and composing) and the fly swatter game (could be a WiiWare title).
 
nincompoop said:
Wet Dry world was tiny and completely devoid of challenge, much like most of Mario 64's levels. It could've been a pretty good level if they actually incorporated some puzzles that depended on the water level changing mechanic, but as it stands you didn't even have to raise the water level to collect any of the stars.

i do not think size has anything to do with "good" level design. and raising/lowering the water is required to get some stars, such as the one where you have to ride the elevator lift, or the platforms you must raise to get across to the little arrow blocks.

also the way it requires you to obtain 5 stars before getting the cannon and thusly opening up an entirely new and unexpected section of the level, which is the town square, in order to obtain the final star was pretty amazing

i really like that level, the ambiance, the water-spiders, the cubist city in the background, the remix of level 2, and the design

mario 64s level design is not as good as the games that came before and after it, for sure, but it has its moments


LanceStern said:
Water filling up on a stage of platforms?

That was done in Super Mario World man.

do you mean Vanilla Dome 2? because thats a great level. my personal favorite is Vanilla Dome 4, i can play it over and over, just trying to get 1ups from bouncing off multiple bullet bills

SMW has so many great levels
 
Nabs said:
Sunshine hate killllllls me. The platforming was great. Sunshine was just pure fun. I'm going to overpay for another copy of this game :(
My brother loved it.

I couldn't find the fun in it. I was fighting an overly jittery camera to do anything. The platforming was fun and fine, but the camera just wasn't practical.

I'm sorry Lance and Nabs. :(
 
The thing is, people didn't like Mario Sunshine a lo also due to the one setting. Thing is it happened to use one of my favorite type of locations so damn was I fine with it, actually just made the game better for me.
 
I wasn't into console gaming back in the PS2/GC/Xbox days and one thing stood out and entered my head the first time I heard about Sunshine: that the tropical theme doesn't sit well with "Mario". Palm trees, straws in coconut drinks and suntans aren't things I associated with the Mario universe.
 
chocolate rain... duduudu here again

**I move away from the mic to breathe in

chocolate rain... dududu other day

OH GOD NO GET OUTTA MY HEAD CHARLES
 
ant1532 said:
The thing is, people didn't like Mario Sunshine a lo also due to the one setting. Thing is it happened to use one of my favorite type of locations so damn was I fine with it, actually just made the game better for me.

there were also a lot of people who didn't like it because it wasn't mario 64 pt2.
 
legend166 said:
EAD Tokyo is amazing. I can't wait to see what they do next.

Pikmin 3. Imagine that.

(no, don't quote me and fix my post to say "Believe" instead of "Imagine that", and then reply saying "fixed".
 
Based on everything I've read and seen so far this is my most anticipated game, and I'm not a huge 3D Mario fan.
 
Nabs said:
there were also a lot of people who didn't like it because it wasn't mario 64 pt2.
And a lot of people who DID hate it because it was like a Mario 64 pt2. At least I remember a lot of reviews bitching about Nintendo hadn't revolutionized platforming again.
 
Sunshine was pretty fun in most cases. It could have done without the cleaning parts, but the platforming definitely was golden. The platforming here looks great, especially the anti-gravity aspect of it and the various moving and disappearing block puzzles. The way the bee lfies reminds me a LOT of Little Nemo Dream MAster when you became the bee. It had the same limited flying mechanism and honestly, it wasnt as bad as some would think. It requitres a bit of strategy to fly to certain area and I like that. you cant just fly up where you want to go you have to plan for it.
 
TigersFan said:
And a lot of people who DID hate it because it was like a Mario 64 pt2. At least I remember a lot of reviews bitching about Nintendo hadn't revolutionized platforming again.


It was nothing like mario64-2 though. Flood ****ed up mario, there was no variety in levels, lack of levels, reused tasks, peniitia or whatever are shit characters, lame music, meh level design, small levels, horrible story, bowser=lamed, 60 stars were coin collecting(****rs better not pull the same shit in galaxy)...

i still had fun with the game but it was no where near as good as mario64, hell even the control challenged ds version i play when taking dumps is more fun. the magic is missing in sunshine.
 
tetrisgrammaton said:
raising/lowering the water is required to get some stars, such as the one where you have to ride the elevator lift, or the platforms you must raise to get across to the little arrow blocks.
Actually it isn't, you can climb to any part of the level without ever raising the water by using triple jumps/wall jumps/long jumps. The only time you ever need to raise the water is to reach the pink bobomb to unlock the cannon (though you can still reach the cannon with the water at the lowest level). Playing through the level is really boring and easy if you change the water levels, so I had to come up with my own challenges when playing it to make it more interesting.
 
I loved the Pinatas. And really fludd made the game very fun for me. Especially the Noki Beach I think where you could scale a building (or seashell) by triple jumping into a 5 wall hop, then spin jumping into a hover-fludd over to the seashell's edge.

i've got to play that game again. There were so many SKYDIVING AREAS
 
Undeniably though, Sunshine's best platforming moments were in the Fluddless void levels. Galaxy's design seems like something of a conceptual throwback to that, eschewing the usual aesthetic world design destractions in favor of pure platforming set piece abstractions. EAD's genius, they've really figured out what does and doesn't work in 3D Mario to focus on for Galaxy...
 
LanceStern said:
i've got to play that game again. There were so many SKYDIVING AREAS

Exactly. thats what made sunshine fun for me. Its not my favorite Mario by any means, but you cant deny those high high areas that you colud jump off from were fun incarnate. It took a full 3-5 seconds to hit the water in some spots.
 
LanceStern said:
I loved the Pinatas. And really fludd made the game very fun for me. Especially the Noki Beach I think where you could scale a building (or seashell) by triple jumping into a 5 wall hop, then spin jumping into a hover-fludd over to the seashell's edge.

i've got to play that game again. There were so many SKYDIVING AREAS
Agree hella with you on everything except the pinatas.
 
jarrod said:
Undeniably though, Sunshine's best platforming moments were in the Fluddless void levels. Galaxy's design seems like something of a conceptual throwback to that, eschewing the usual aesthetic world design destractions in favor of pure platforming set piece abstractions. EAD's genius, they've really figured out what does and doesn't work in 3D Mario to focus on for Galaxy...
I agree.

I found SMS disappointing because of so many bits I didn't like, and unfortunately these overshadowed the great parts of the game, like the non water pack levels, which I loved.

SMG looks like the evolution of those platforming levels with no restrictions on the design because of the gravity core of the game. The 'anything can happen' feeling Shimizu and his team have brought looks stunning! And is exactly what I've wanted from a Mario in 3D. The camera system also looks brilliant, and is something I'm really happy about.
 
I really think the music is a big part of the reason I didnt enjoy Sunshine as much as otherM arios. It felt weak. it was an overdose on sun and beach and even IRL too much of that gets REALLY dull. Sort ofl ike how visiting an island would be totally awesome, but living there is an exercise in monotony.
 
Damn guys... you're all just making me want to go back and play Sunshine again. It might not be anywhere near the best Mario game, but it was still one of the top platformers of last generation and it had some great moments.

Galaxy looks really amazing. It's hands-down one of the most imaginative and colorful games I've seen in years. I think NiGHTS 2 (if given a proper developer and longer time) could hope to match in those aspects, but as of right now nothing comes close to Galaxy. The space aspect of it is brilliant, as we all know that planets even in real life have different gravities, temperatures (we've seen some very nice looking lava level and and even an underwater segment), and life forms (?!). That just lends really well to a Mario game where varying environments and enemies are key.
 
I played this awesome, awesome game at the E3. Several times. Every demo level (sans the zomgsecret ones which only big websites guys can acess at closed doors). Here there are some bits of info about 2 aspects that the hardcore seems to care about a lot:

Graphics: It looks as if it is on a console other than Wii. Seriously. I kind of feel tricked by the rest of the developers... nah, screw that, by Nintendo itself as well. Why can't every Nintendo game look like this? This game is the living proof that a proper art direction with time of development can create a visually stunning title on the Wii. And when I say "stunning" I mean "stunning", not "stunning... for the Wii". It looks like a 360 title on SD. Then you can argue about the tricks that they used in order to reach that point (empty leveles, extra pikmin, whatever) but it IS impressive. And beautiful.

Difficulty: People that claims that this game is easy are wrong. It is not that "omg the person that it is playing sucks". It is that this game has challenge, but not in the form that the other games have. This game's difficulty doesn't come from ultra smart AI, cheating enemy stats or mindless repetition of a task or enemy: this game is always giving you something new to learn. Your hardcore experience won't help you here. This game's difficulty relies on the capability of adaption to new situations, as if it were an epic, streamlined wario ware. Do you think that it is easy? The first time that you do anything, it is not easy. It is not easy to walk in round planets even if there's only one enemy on it, because guess what? that has never been done in a videogame. And the same goes for every element. You are chasing rabbits, then you are fighting goombas, then you are transforming into a bee, then you war navigating trough asteroids, then you are walking inside a machine with mobile parts... it never repeats, you are always a noob to this game because once you learn something, the game trows you something new at you.
 
Side note: I didn't want to turn this into a Mario music debate, I actually like Sunshine's music to a degree, I just needed an excuse to rainroll some people.
 
jarrod said:
Undeniably though, Sunshine's best platforming moments were in the Fluddless void levels. Galaxy's design seems like something of a conceptual throwback to that, eschewing the usual aesthetic world design destractions in favor of pure platforming set piece abstractions. EAD's genius, they've really figured out what does and doesn't work in 3D Mario to focus on for Galaxy...

Yeah, and it only took them 11 years. :P
 
Ikael said:
I played this awesome, awesome game at the E3. Several times. Every demo level (sans the zomgsecret ones which only big websites guys can acess at closed doors). Here there are some bits of info about 2 aspects that the hardcore seems to care about a lot:

Graphics: It looks as if it is on a console other than Wii. Seriously. I kind of feel tricked by the rest of the developers... nah, screw that, by Nintendo itself as well. Why can't every Nintendo game look like this? This game is the living proof that a proper art direction with time of development can create a visually stunning title on the Wii. And when I say "stunning" I mean "stunning", not "stunning... for the Wii". It looks like a 360 title on SD. Then you can argue about the tricks that they used in order to reach that point (empty leveles, extra pikmin, whatever) but it IS impressive. And beautiful.

Difficulty: People that claims that this game is easy are wrong. It is not that "omg the person that it is playing sucks". It is that this game has challenge, but not in the form that the other games have. This game's difficulty doesn't come from ultra smart AI, cheating enemy stats or mindless repetition of a task or enemy: this game is always giving you something new to learn. Your hardcore experience won't help you here. This game's difficulty relies on the capability of adaption to new situations, as if it were an epic, streamlined wario ware. Do you think that it is easy? The first time that you do anything, it is not easy. It is not easy to walk in round planets even if there's only one enemy on it, because guess what? that has never been done in a videogame. And the same goes for every element. You are chasing rabbits, then you are fighting goombas, then you are transforming into a bee, then you war navigating trough asteroids, then you are walking inside a machine with mobile parts... it never repeats, you are always a noob to this game because once you learn something, the game trows you something new at you.

Thx a lot. o/
 
tetrisgrammaton said:
also the way it requires you to obtain 5 stars before getting the cannon and thusly opening up an entirely new and unexpected section of the level, which is the town square, in order to obtain the final star was pretty amazing
You don't need the cannon at all if you're good enough.
 
Ikael said:
I played this awesome, awesome game at the E3. Several times. Every demo level (sans the zomgsecret ones which only big websites guys can acess at closed doors). Here there are some bits of info about 2 aspects that the hardcore seems to care about a lot:

Graphics: It looks as if it is on a console other than Wii. Seriously. I kind of feel tricked by the rest of the developers... nah, screw that, by Nintendo itself as well. Why can't every Nintendo game look like this? This game is the living proof that a proper art direction with time of development can create a visually stunning title on the Wii. And when I say "stunning" I mean "stunning", not "stunning... for the Wii". It looks like a 360 title on SD. Then you can argue about the tricks that they used in order to reach that point (empty leveles, extra pikmin, whatever) but it IS impressive. And beautiful.

Difficulty: People that claims that this game is easy are wrong. It is not that "omg the person that it is playing sucks". It is that this game has challenge, but not in the form that the other games have. This game's difficulty doesn't come from ultra smart AI, cheating enemy stats or mindless repetition of a task or enemy: this game is always giving you something new to learn. Your hardcore experience won't help you here. This game's difficulty relies on the capability of adaption to new situations, as if it were an epic, streamlined wario ware. Do you think that it is easy? The first time that you do anything, it is not easy. It is not easy to walk in round planets even if there's only one enemy on it, because guess what? that has never been done in a videogame. And the same goes for every element. You are chasing rabbits, then you are fighting goombas, then you are transforming into a bee, then you war navigating trough asteroids, then you are walking inside a machine with mobile parts... it never repeats, you are always a noob to this game because once you learn something, the game trows you something new at you.

Your impressions pretty much mirror a couple of other hands-on impressions Ive read, especially when it comes to the visuals and the challenge.

Awesome.
 
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