# *Super Mario Galaxy 2* Notes *Super Mario Galaxy 2* is the 3D-ification of 2D Mario design and sensibility. It's a masterclass in function over form with the essence of the game, mechanics, and genre laid out for all to enjoy. > [!warning] > Spoilers below! ![[Super Mario Galaxy 2 Notes.pdf]] ## Stats - Started Playing: 10/26/24 - Beat: 11/10/24 (Base Game) 11/12/24 (120 Stars) - Total Playtime: 13:34:24 (Base Game) ## Legacy - The first 3D direct sequel. - An embodiment of 2D design in a 3D presentation. - A joyful expression of platforming. ## Overall - This is the 3D-ification of [[Super Mario World]]. Starkly different than 64 or Sunshine. - Is Bowser Jr. just Robotnik? ## Differences with Galaxy 1 - Story is non existent - The levels are far more free form, course like, not as adheared to space. More focus on platforming challenges. - The pace is much better. Snappier levels without the issue of being able to face the final boss, because you are 100%-ing. - Galaxy 2 is more gameplay focused. Galaxy 1 is atmosphere (ironic given it is in space). So which is “the spirit?” Is spirit gameplay? Is it vibes? Is it the fusion? ## Story - A storybook retelling of galaxy 1. Wump wump - Lubba I die for. ## Gameplay - Mario is faster! Finally. - Wii pointer immediately more accurate than Switch gyro controls. - Honest to God checkpoint flags in levels. - The Launch Stars pop even more. Blasting through the crystals. The vibration of the Wii Remote. Flair. Style. Flashy - Yoshi is transformative. The flow state of eating up foes, swinging, fluttering. Movement is so much faster. It is zen and delight. - Turning the tongue into the pointer immediately ups the engagement within the world beyond star bits - Power-Ups - Spin Drill - Drill straight through a planet/object. Gives totality to spheres. Plays off the childish idea of digging to the other side of a planet. Pure delight. Rewards spacial processing. - Cloud Flower - Floaty jumps, can land on clouds(?), and *create* three instant clouds by jumping and spinning. - Fire Flower - Still timed. Ugh. - Rock Mushroom - Lets you roll up as a boulder and go fast. - Bee Mushroom - Bee powers! - Spring Mushroom - Oh nooooooooo - First Bowser fight is not as fun as OG game. Sadface - The mechanic is fun enough, but having Bowser be “planet sized” does feel as fun and tactile. - Comets - Prankster Comet - Seems to be a more all encompassing “mix up challenge” sort of comet. No one set challenge. - This is the only comet? - If you get 120 Stars, then *Green* Prankster Comets appear. Ooooooo - Some levels have Luigi at the start. This is always fun. Makes it a surprise/delight and gives you a new platforming challenge. - 3D Mario is far more about acrobatics, flying, movement in the air. This brings that to 2D scenarios. - This is directly called out in the very [first Iwata Asks post](https://iwataasks.nintendo.com/interviews/wii/supermariogalaxy2/0/0/) about this game! Cool to pick up on that by myself. ## Music/Sound Design - It blends in. I’m not necessarily humming after I play. Still orchestral. - It’s far more jovial. Light, airy, cartoon-y, peppy - Slimy Spring is a vibe, a mood ## Graphics - Brighter? Not so hooked on planetoids. More function over form. - I have come to love the pure dedication to just making impossible floating courses. It’s not about "outer space." It is the manifestation of function over form. The possibilities and imagination soar. ## World - Faceship is cute. Curious what secrets it hides. - Turns out I did not care one bit. I just kept going to the map to play more and more. - Galaxies have 2~3 Stars instead of 4~6? That’s good feeling - A much snappier pace. Truly a “course clear” design. - Honeybloom is straight up DKJB design Mario-ified and I ain’t mad.