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Super Mario Galaxy 2: The First 70-Odd Stars

A perfect 10? Only in a funhouse mirror
Just some quick impressions about 70 stars in:
*It still runs at a glorious 60fps, something I wish every developer would insist upon, regardless of console. (Insomniac’s recent decision to no longer hoe this row, frankly, sucks balls.)
*It’s nice to actually be able to use Luigi (who does control a lot more loosely than Mario) and Yoshi can be a blast.
*The new gimmicks (Cloud, Spring, Rock, etc.) are pretty cool but, at this point, I still prefer the FLUD elements in Super Mario Sunshine and, in a few levels, their execution feels a bit tedious.
*The levels feel a lot less epic in scope than the first and much more single-serving size, which is probably a desperate attempt to appeal to the same audience that loved NSMB Wii.
*Part of this lack of scope manifests itself in level designs that just don’t feel as fun as the first one, because there’s a lot less to them and they are a lot more straightforward.
*There is, quite literally, no way this is going to appeal to a broader audience than the first one simply because some sequences are going to be hellishly frustrating for the expanded audience–super guide or no super guide; training DVD or no training DVD. (So part of what appears to be dumbing down was probably completely for naught and will only aggravate people like me.)
*In spots, despite what you may have read in reviews, the camera can be a real bear.
*The boss battles, on the whole, are pretty awesome and the comic fan in me screams during them “this is how you could do a good Superman game!”
*This game is *not* a 11/10; 5 out 5 dentists do not approve; and Mikey likes it, but w/ some misgivings: it’s still fun but, as of right now, I actually prefer the first one, mainly because of the sheer scope of both the game and the level design which are lacking in comparison, at least as of world 6.
*More thoughts after I complete the first run (to get the basic ending, not 100% on stars, etc.).
Total Eclipse of the Star
Transmission 16:
The hour is nigh!
Too Many Cooks Make the Best-Tasting Brother Ever?

Not exactly what the non-gamer would picture as the minds behind Mario1
From andriasang, we have a translation of another Iwata Asks adventure, this time with the primary figures on the Super Mario Galaxy 2 dev team, and this particular comment really jumped out at me:
Because anyone on the team was able to try out their own stage designs, Hayashida ended up getting daily requests from people wanting him to see their stage creations. This continued for two and a half years. Iwata believes that this is a reason the game became so rich and densely packed with gameplay elements.
Basically they had a level design tool that was so robust2 that nearly anyone on-staff could construct levels and, apparently, did.
This, ultimately, led to a surfeit3 of content that was actually incorporated into the game in many cases, which is the special sauce that, apparently, is going to make SMG2 something pretty spectacular by all, early, indications.
However, what makes this interesting to anyone that has ever managed, well, anything (let alone a team of one hundred or more) is that it actually turned out lots of usable content and since managing any group project is just shy of herding homicidal cats with a raging meth problem4 this strikes me as a pretty surprising development. (Of course there is the strong possibility that Koizumi intentionally omits that they had nightmarish problems w/ workflow in this regard, but even if that’s true, the fact that, in the end, they got an immensely-playable product out of such a process is pretty remarkable, period.)
1 Speaking of which, I’m pretty sure I’ve never seen an American/Euro game dev in a suit…ever.
2 Oh god, release it to the public domain! (This will never happen.)
3 French for: sh*t-load.
4 Trust me: you’ll understand this one day, too, if you ever have to get even a dozen or so people moving in one direction.
Deja Vu 64: Mario 64 Meets SMG2?
I don’t suppose anyone recognizes this level from Super Mario Galaxy 2? Perhaps from a previous life?:
Right now I’m fantasizing that Nintendo recreated all of Mario 64 in SMG2 and, well, just be glad you’re not sitting here because the results are definitely not an ESRB-approved E for Everyone.1
UPDATE: Compare and contrast:
1 More like N for Nobody or B for Blindness
Kata Mario Da Smashi: Italian Plumber for Rock ‘N’ Roll
Miyamoto, Iwata and You Walk Into a Bar
This is probably going to be just slightly better than LBP2
This is certainly something that will send the Internet all a-twitter (and a-Twitter) today:
The original plan was to make the game in one year, similar to their development time target for Majora’s Mask. However, they ended up taking two-and-a-half years. Iwata noted here that because they didn’t have to take that one year to refine the player movement, the full development time was spent exclusively on stage creation and tuning.
There’s also this, which is great news for some of us:
Miyamoto also noted here that the game starts off “at full acceleration” and feels like it’s more difficult than the original — so difficult that he shouts out and slams his table when playing by himself late at night (Iwata responded that he’d like to see this).
I’d also love to have an audio recording of this, if only as my ‘you’ve got mail’ chime. Or to scare off hungry bears. Or koopas.
The nice thing about Nintendo games is, 99% of the time, they do not rush them on the creative end which, while also potentially-inviting auteur disease (WiiMusic, sadly, was one of those victims), they also seem to mostly avoid that by really prototyping the hell out of everything for playability purposes, subsuming their ‘art’ to the desires of the bulk of the audience. (Thank God.)
And here’s something else to whet the appetite–the first SMG2, NA, commercial:
Cue Disingenuous Hand-Wringing Over Nintendo’s Future

It prints (slightly less) money
Should be any minute now since Nintendo’s profits are down a half-billion bucks:
BY THE NUMBERS: Nintendo is forecasting its first drop in profit in six years for the fiscal year through March 2010, at 230 billion yen ($2.4 billion) profit. Sales were weak earlier in the fiscal year while a strong yen and the price cuts also reduced profitability. Nintendo reaped a record 279.1 billion yen profit for the fiscal year ended March 2009. Nintendo does not break down quarterly numbers. The Kyoto-based manufacturer expected to sell 20 million Wii machines and 30 million DS machines in the 12 months through March 2010. Analysts surveyed by Thomson Reuters, on average, expect fiscal year profit of 229 billion yen ($2.4 billion).
Does it matter that they still profited (not revenues, profits) to the tune of 2.4 billion bucks? Not if it gets in the way of bi-annual ‘Nintendo is doomed’ articles from those experts on finance and market cap in the gaming press, it doesn’t. (On the plus side, the frequency of such articles is way down, so far, this year…finally…but not for long.)
New (Old) N64/Sin & Punishment News

Now in English!
In case you missed this the first couple of times around, it’s now been officially (ooh, aah!) translated for you heathen in the West:
Nintendo has published an official translation of its “Iwata Asks” feature about Sin & Punishment 2, in which president Satoru Iwata and men from Treasure discuss how bats*** difficult it was to make anything work on the N64.
“That was because Nintendo 64 drastically changed how things were made up through the Super NES system,” Iwata explained in the piece, reminiscing about his time at HAL Laboratory. “We ran up against how to make the best use of 3D graphics, and the team had quite a hard time.”
This is Treasure *and* Iwata talking so you young ‘uns, unschooled in the geekly arts that drove the N64, should sit up and take notice–the rest of you jaded sods should just kick back and wait for the next story on this very, veeeeeery, slow day.


