New red ds on September 9!

A new flame red 3ds will be released on September 9,on the nintendo website,but it has no difference in the systhem.It is just a new colour,so keep your eyes out for it after september 9!And the 3ds offer is out now,and Japan is getting a lot of money(Yen) on the 3ds!

Notice to viewers

This blog will be updated to a new site name,e.g.www.jdchnv.com.

                So don't be surprized by it,it will be update on 1 september to 10 september or earlier.sorry for the inconvenince.  The new website is will be chosen.
Notice:Blog has been updated.

Comfimation:Polls are closed

If no comments are made,then the new update site will be:www.nintendosky.blogspot.com.

Every polls closes at 9.30 p.m.
It has closed,and the results are out,it is 2 votes for other names,and 112 votes for www.nintendosky.blogspot.com(not put on the internet)
I now present,the Official Blog Election 2011 name is officialy www.nintendosky.blogspot.com.

http://nintendosky.blogspot.com/

Rio-on wii and ds.

As many of you should know,the new movie rio,released on easter,is now availble on the nintendo ds and wii.I had never tried it before,but here are some clips to demonstrait:

Animal Crossing 3ds

This is on the Animal Crossing 3ds.The date of launch is still TBA but most likely it is in 2012. In the trailer it is show that there is a lot of new things the player can do.You can swim in the water,there is benches and it is clearer than the other animal crossing games.If you want to see the artical,click here.nookipedia.com/wiki/Animal_Crossing_3DS

Doubutsu No Mori(Film) 2006-2009

This is the Animal Crossing movie and the latest Nintendo movie.This show is realesed in 2006 for CD,2007 for Cinema and 2009 for ds card.To see the artice and show,click here:

Dōbutsu no Mori (film) - Nookipedia, the Animal Crossing wiki and the movie is here.

Doubutsu No Mori

This is also know as Animal Forest,this is the first animal crossing game on the Nintendo 64 console.It is only for Japan.This is the artical for it.If you wish to see it,Click here:

Dōbutsu no Mori (game) - Nookipedia, the Animal Crossing wiki

My sisters' Blog.

Here is my sisters' Blog.The name is "Mario net".I think her blog should be as good as mine.Come and comment if you come back to my blog.And she is trying to help with my blog.Please do not add bad comments.http://www.nintendolydia.blogspot.com/

Shigeru miyamoto

Shigeru Miyamoto (宮本 茂 Miyamoto Shigeru?) (born November 16, 1952 in Sonobe, Kyoto, Japan[1]) is a Japanese video game designer and producer. Miyamoto was born and raised in the Kyoto Prefecture; the natural surroundings of Kyoto inspired much of Miyamoto's later work. He is mainly known for his work at the video game production company Nintendo, where he created some of the most successful video game franchises of all time, including Mario, Donkey Kong, The Legend of Zelda, Star Fox, F-Zero, and Pikmin. He currently manages the Nintendo Entertainment Analysis and Development branch, which handles many of Nintendo's top-selling titles. Miyamoto's games have been seen on every Nintendo video game console, with his earliest work appearing on arcade machines. His games have received critical praise from many reviewers, and he has been the recipient of various awards. He has a wife, Yasuko, and two children.

Nintendogs +cats 3ds

Nintendogs + Cats
Nintendogs+cats box art.jpg
North American box art
for Toy Poodle & New Friends
Developer(s) Nintendo EAD
Publisher(s) Nintendo
Producer(s) Hideki Konno
Platform(s) Nintendo 3DS
Release date(s)
  • JP February 26, 2011[1]
  • NA March 27, 2011
  • EU March 25, 2011[2]
Genre(s) Pet-raising simulation
Mode(s) Single-player
Rating(s)
Nintendogs + Cats (ニンテンドッグス+キャッツ Nintendoggusu + Kyattsu?) is a real-time pet simulation video game for the Nintendo 3DS. It is a sequel to the Nintendogs games for the Nintendo DS systems. It was announced alongside the 3DS during Nintendo's E3 press conference,[3][4][5] and is a launch title, being released February 26, 2011 in Japan, March 25, 2011 in Europe and March 27, 2011 in North America.[2][6]

Contents

[hide]

[edit] Gameplay

The game retains much the same style of gameplay as the original Nintendogs, including various breeds of dogs and cats as well as training exercises included in the first game.[7] In addition to touchscreen and microphone input, the game also employs the system's camera along with facial recognition technology to interact with the player.[3][7] For example, after a while, the player's pet will recognize them and will likewise greet them. However, if a new player shows up, they may react negatively. If the trainer puts their face close to the camera then the puppy will come up to the screen and lick them, they will also mimic them if they tilt their head.[8] The 3D capabilities of the 3DS are also utilized.[3][7] The game also uses augmented reality capabilities to project the player's dog or cat onto one of the "?" AR Games cards.[9] In addition to this, if one of the Nintendo character cards (i.e. Mario, Link, Samus, Kirby etc...) is used, the dogs will appear wearing hats, fitting the theme of their respective games.

[edit] Versions

The game comes in three different versions. The versions are Nintendogs + Cats: French Bulldog & New Friends, Nintendogs + Cats: Golden Retriever & New Friends, and Nintendogs + Cats: Toy Poodle & New Friends.[10] Each version features a French Bulldog, a Golden Retriever and a Toy Poodle, respectively, as well as many other breeds for each game. In Japan, the Golden Retriever version is called Shiba & New Friends, a more common breed in Japan; the Shiba is still present in the American versions.

[edit] Breeds

Each version begins with nine dog breeds, but all twenty seven are unlockable in each game by playing. All the breeds from the original Nintendogs games return as well as seven new breeds including: French Bulldog, Basset Hound, Great Dane, Pomeranian, Cocker Spainel, Maltese and Bull Terrier. There are three cat breeds: Standard, Oriental and Longhair that appear in each game. The following are the starting dog breeds for each game.[11]

Super mario Galaxy

Super Mario Galaxy
SuperMarioGalaxy.jpg
Developer(s) Nintendo EAD Tokyo[1]
Publisher(s) Nintendo
Director(s) Yoshiaki Koizumi
Producer(s) Shigeru Miyamoto
Takao Shimizu
Designer(s) Yoshiaki Koizumi
Shigeru Miyamoto
Writer(s) Takayuki Ikkaku
Yoshiaki Koizumi[2]
Composer(s) Mahito Yokota
Koji Kondo
Series Mario
Platform(s) Wii
Release date(s)
  • JP November 1, 2007
  • NA November 12, 2007
  • CA November 14, 2007
  • EU November 16, 2007
  • AUS November 29, 2007
Genre(s) Platforming
Mode(s) Single-player, multiplayer
Rating(s)
Media/distribution 1 × Wii disc
Super Mario Galaxy (スーパーマリオギャラクシー Sūpā Mario Gyarakushī?) is a 3D platform game developed by Nintendo EAD Tokyo and published by Nintendo for the Wii. It was released in most regions in November 2007, and is the third 3D platformer in the Mario series, after Super Mario 64 and Super Mario Sunshine.
The game follows the protagonist, Mario, on a quest to rescue Princess Peach from the game's primary antagonist, Bowser. Levels are galaxies filled with minor planets and worlds, while gameplay is updated with gravity effects and new power-ups.
Super Mario Galaxy was first shown at E3 2006 and enjoyed a high level of pre-release awareness. The game has been hailed by several gaming websites as one of the best video games of all time[3][4] and has won a BAFTA. GameRankings lists the game as the best reviewed Wii game and the second best reviewed game of all time. The game is the ninth best selling Wii game worldwide with sales of over 8.84 million.
A sequel, Super Mario Galaxy 2, was announced at E3 2009,[5] aSuper Mario Galaxy is set in outer space, where Mario travels from galaxy to galaxy in order to collect Power Stars, which are earned by completing galaxies or defeating enemies. Each galaxy contains a number of planets and other space matter for the player to explore. The game uses a new physics system that allows for a unique feature: each celestial object has its own gravitational force, allowing the player to completely circumnavigate rounded or irregular planetoids, walking sideways or upside down. The player can usually jump from one independent object and fall towards another one nearby. Though the main gameplay and physics are in 3D, there are several areas in the game in which the player's movements are restricted to a 2-dimensional plane, an element reminiscent of 2D Mario games.
Super Mario Galaxy allows the player to fully circumnavigate small planets.
The game's main hub is the Comet Observatory, a spaceship which contains six themed domes that provide access to the forty-two galaxies available in the game.[7] When the player first begins the game, access is available to only a few galaxies. However, as more Power Stars are collected, more galaxies become available to the player. Some galaxies are accessed through special means; for example, the star-shaped creatures called "Hungry Lumas" will transform into new galaxies once they are fed enough Star Bits (small, collectible objects that serve as weapons and currency in the game). The Hungry Lumas may also appear within the galaxy, and when they are fed enough Star Bits, they will transform into other planetary bodies which will contain some form of puzzle or challenge which will reward Mario with a Power Star when completed. When 120 Power Stars are collected, the player has the ability to play through again as Mario's brother Luigi.[8] Gameplay is slightly different while playing as Luigi, as some obstacles can be harder or easier to overcome. Once 120 Power Stars are collected with both characters, the player is rewarded one additional challenge for Mario and Luigi to complete, as well as two commemorative pictures that can be sent to the Wii Message Board upon each brother completing the challenge.
There are five "Prankster Comets" that appear periodically ("Speedy", "Daredevil", "Cosmic", "Fast Foe" and "Purple"). When one of them comes into orbit with a galaxy, a special challenge is initiated that leads to an extra Power Star. The Speedy Comet challenges the player to replay an episode within a varying time limit. The Daredevil Comet has the player replay a section of a level with Mario's maximum health reduced to one unit, meaning that the player must complete the objective without being damaged once. The Cosmic Comet pits the player in a race against a doppelgänger of Mario (or Luigi) to a Power Star. The Fast Foe Comet makes a galaxy's enemies twice as fast and thus harder to avoid. The Purple Comet, accessible only after completing the main story, allots 100 purple coins (or 150, though only 100 have to be collected) across an area of each of the 15 six-star galaxies for the player to collect, sometimes within a time limit.[9]


The player's character is controlled via the Wii Remote and Nunchuk. While most of Mario's abilities are taken directly from Super Mario 64, such as the long jump, wall jumps, and a variety of somersaults, Mario is given new moves that take advantage of the Wii Remote's pointer and motion sensing. The most basic feature is the Star Pointer, which appears on-screen (as long as the remote is pointed at the screen) for the entire game and both marks the position of, and is controlled by, the Wii Remote. First and foremost, the Star Pointer is used to pick up special konpeito-shaped objects called "Star Bits", which are then shot to stun enemies, manipulate obstacles, or feed Hungry Lumas. Secondly, the pointer can latch onto small blue objects called "Pull Stars" that gradually pull Mario through space. Thirdly, if the player becomes encased in a floating bubble, the Star Pointer is used to blow air at it in order to influence the direction and speed it moves. At one point, the pointer can be used to clear snow. Luigi controls identically to Mario, but he has both better jumping abilities and less traction, making some areas either less or more challenging when playing through the game the second time.
The player gains a new ability early in the game, known as the "Spin" technique, which has previously appeared in varying forms since Super Mario Bros. 3. In Super Mario Galaxy, the Spin is primarily used for melee attacks, as it can stun enemies and shatter objects, and is used to trigger special propellers called "Sling Stars" or "Launch Stars" that launch Mario across large distances through space. The Spin is also used for climbing vines, ice-skating, unscrewing bolts, and for activating several power-ups. Other Wii Remote functions are available for smaller quests, such as surfing aboard a manta ray or balancing atop a large ball and rolling it through an obstacle course.


Up until the release of Super Mario Galaxy 2, Super Mario Galaxy featured the most power-ups and transformations of any 3D Mario game.[10] Nine power-ups supply Mario with a special costume that grants him new abilities. For example, special Mushrooms bestow the player with a Bee, Boo or Spring Suit. The Bee Suit allows Mario to temporarily hover through the air, climb special walls, and walk on clouds and flowers; the Boo Suit allows him to float through the air, as well as become transparent and move through obstacles; and the Spring Suit allows him to jump to high areas that would otherwise be inaccessible. The Fire Flower, which allows Mario to throw fireballs, makes its 3D debut, and the all-new Ice Flower lets Mario create hexagonal tiles of ice to cover any liquid surface he walks on and allows him to skate across water and lava. Both flowers grant Mario their respective powers for 20 seconds. The Rainbow Star grants Mario invincibility for 30 seconds, allowing him to destroy any enemies that he touches. He can also jump higher and run faster. The Red Star, which is an optional power-up only accessible after completing a certain mission, allows him to fly for 1 minute.
Mario's health consists of a three-piece power meter, which is depleted by contact with enemies and hazards. When swimming underwater, Mario has an air supply meter, which quickly depletes his main power meter if it runs out. Mario's health can be restored by collecting Coins and his air supply by touching bubbles. When the power meter becomes empty, the player loses a life and must go back to a predetermined checkpoint. The power meter can be temporarily expanded to six units through the use of a Life Mushroom, with the maximum health returning to three units if the overall health falls to three units from enemy or hazard contact or if Mario suffers instant death. Instant death can occur by being swallowed by quicksand or dark matter; falling into bottomless pits, which either consist of black holes or leaving a planet's gravitational pull and falling into space; getting crushed between objects; losing a race against a non-player character; or other special challenges. The player can obtain extra lives by collecting 1-Up Mushrooms, 50 Coins without losing a life, or 50 Star Bits. Blue Hungry Lumas (known as "Luma Shops") can also exchange 30 Star Bits for a 1-Up Mushroom or Life Mushroom in certain galaxies, usually just before a boss battle.


Super Mario Galaxy has a co-operative two-player option called "Co-Star Mode", in which one player controls Mario and a Star Pointer while the other uses only the Wii Remote to control a second Star Pointer on-screen to gather Star Bits and shoot them at enemies.[11] Additionally, the second player can make Mario jump, or the height of Mario's jump can be increased if the first and second player press the A button at the same moment. The second player can also prevent some enemies from moving by aiming the pointer star at them and holding the A button.


Mario is presented with a Power Star.
Shortly after Mario is invited to the centennial Star Festival by Princess Peach to celebrate the comet that passes overhead, Bowser invades the Mushroom Kingdom with a surprise attack in a fleet of airships.[12] Summoning a giant flying saucer, he rips Peach's entire castle from its foundations and lifts it into outer space.[12] After an unsuccessful rescue attempt, Mario is catapulted across the cosmos and awakens on a small planet. On the planet he meets an enchantress named Rosalina and her companion stars, the Lumas.[13] Rosalina is a watcher of the stars, who uses the Comet Observatory to travel across the universe. However, the Power Stars that act as the Observatory's power source have all been stolen by Bowser, rendering it immobile. Bestowed with the power to travel through space, Mario sets off on an intergalactic adventure across the universe to reclaim the Power Stars and restore power to Rosalina's observatory.
Rosalina's Observatory eventually has enough power to transform into a comet and fly to the center of the universe, where Peach is held captive. Confronting Bowser, Mario learns that Bowser's plan is to rule the entire universe with Peach at his side, using a newly constructed sun of his own via the power of the Grand Stars. Mario manages to defeat Bowser and free Peach; however, in doing so, Bowser's sun collapses into itself, becoming a supermassive black hole that begins consuming the nearby galaxies, the Observatory, Peach's Castle, and Bowser's airships. All of Rosalina's Lumas jump into the black hole to destroy it, but sacrifice themselves in the process. The black hole collapses into a singularity and explodes in a supernova. Rosalina appears to Mario, stating that stars never die and are later reborn as new stars. Mario awakens in the restored Mushroom Kingdom alongside Peach and Bowser, celebrating the new galaxy that has emerged in the skies.

[edit] Development

The concept for Super Mario Galaxy's game play originated from ideas taken from Super Mario 128, a tech demo shown at Nintendo Space World in 2000 to exemplify the processing power of the Nintendo GameCube.[14] The demo's director (and director of Super Mario Galaxy), Yoshiaki Koizumi, desired that one of the demo's distinguishing features, spherical-based platforms, would be used in a future game, but was held back in belief that such a feat would be "impossible for technical reasons".[1] Mario creator Shigeru Miyamoto suggested to work on the next large-scale Mario game after Nintendo EAD Tokyo finished development on Donkey Kong: Jungle Beat in late 2004,[15][1] pushing for the spherical platform concept to be realized.[1] A prototype of the game's physics system took three months to build, where it was decided that the game's use of spherical platforms would best be suited to planetoids in an outer space environment, with the concept of gravity as a major feature.[1] During development, the designers would often exchange ideas with Miyamoto from his office in Kyoto, where he would make suggestions to the game design.[1] Miyamoto ended up being more involved in the development of Galaxy than he did with Super Mario 64 and Super Mario Sunshine.[citation needed] The game's script was written by Takayuki Ikkaku,[16] though Koizumi was heavily involved in the creation of the story.[2]
The idea for Mario to have a "spin" attack came during the early stages of development, when it was decided that jumping on enemies on a spherical map would be difficult for some players. Initially the "spin" was activated via rotation of the Nunchuk's control stick, but after motion sensing was confirmed to be implemented in the Wii Remote, the "spin" was changed to be activated through shaking the controller.[17] Koizumi suggested that Mario's life meter should have a maximum capacity of three instead of eight (which Mario had in the previous two games), but at the same time more 1-Up Mushrooms would be placed in the game and checkpoints would be added, in order to balance the game's difficulty. Satoru Iwata noted "the fact that the intensity factor changes according to whether the life meter is set to 3 or 8 is representative of the things that players do not notice that actually change the gameplay dramatically."[18]
It was first hinted by Takashi Tezuka, Nintendo's analysis and development's general manager, that multiplayer was going to be co-op in an interview with gaming site IGN.[19] Two-player functionality was later confirmed, along with reports of the team experimenting with new ways to use the Wii Remote so that one player can control Mario while the other aids him, backed up by suggestions by Miyamoto that the second player could have the ability to affect Mario's progress. It was later revealed at Nintendo's E3 2007 that the co-op mode was permanently implemented into the game and could be accessed at any time.


In an after-hours press event at E3 2006 in May, Miyamoto stated: "I don't want to promise anything yet. But if it's not a launch title it will definitely be there within the first six months".[20] Nintendo of America's President Reggie Fils-Aime later stated in a November 27, 2006 interview with cable TV network MTV that the game was expected to be released sometime up to Christmas 2007.[21] Near the end of Miyamoto's keynote presentation at the 2007 Game Developers Conference in March, he further confirmed: "You'll be able to play Super Mario Galaxy this year".[22] [23] At Nintendo's E3 2007 conference, it was confirmed that Super Mario Galaxy would be released in North America on November 12, 2007 and four days later in Europe. In North America, certain retailers had given out a free limited edition coin for preordering the game. Some retailers had delayed it until November 13, 2007, such as GameStop in North America, and some retailers had delayed the release until November 14, 2007.[24] Equally, certain UK retailers shipped the game a day earlier than the European release date, for example Virgin megastores and Game.

[edit] Music

Super Mario Galaxy: Original Soundtrack
Soundtrack by Mahito Yokota and Koji Kondo, performed by the Mario Galaxy Orchestra
Released
January 24, 2008 (2008-01-24) (Japan)
Genre Video game soundtrack
Length 67:05 (Original Edition)
129:54 (Platinum Edition)
Label
During development, Mahito Yokota, who was in charge of the composition of music, originally wanted Super Mario Galaxy to have a Latin style of music and even had 28 tracks completed for the game.[25] The reason for this was that Latin percussion instruments had been used in previous Mario games, such as steelpans, bongo drums, and congas.[26] For Super Mario Galaxy's theme, Yokota used Latin instruments and a synthesizer to create sci-fi sounds. The composition was approved by Yoshiaki Koizumi, the game's designer, but when he presented it to Koji Kondo, he told him that his composition was no good. According to Yokota, he always had an image that Mario was for children, causing him to create cute music that would appeal to children.[26] Three months later, Yokota presented three different styles of music to Shigeru Miyamoto. One piece had an orchestral sound, one was a mix of orchestral music and pop music, and the last was pop music.[27] Miyamoto chose the orchestral piece, which was written by Kondo. From then on, the game's soundtrack would be composed for a symphony orchestra.[27] Kondo composed four pieces for the game (Good Egg Galaxy and three pieces for Rosalina's Observatory), while Yokota went on to compose the rest. The Composers often asked the orchestra to play at unusual tempos to perfectly synchronise with the rest of Mario's movement. They also stated that even the sound effects fit into the musical score if the player listens carefully.[25]
The official soundtrack was released on January 24, 2008. It was an exclusive to Club Nintendo subscribers in Japan, although as of November 2008 both versions of the soundtrack are available from Club Nintendo of Europe. The soundtrack was released in two versions: the Original Soundtrack, which only contains 28 tracks from the game, and the Platinum Edition, which contains all 81 tracks from the game on two discs. The soundtrack has won numerous critic awards, such as "Best Design in Audio" from the U.K.'s Edge Magazine.[28]
nd was first released in May 2010.[

About Super Mario Galaxy 2


The gameplay of Super Mario Galaxy 2 is similar to that of the first Super Mario Galaxy, with a focus on platforming based on and around 3D planets (referred to collectively as galaxies)[7] with varying themes, sizes, and landscapes. The player controls Mario (or in other moments of the game, his brother Luigi[8][9]) who has a variety of physical abilities. Like the original, the objective of the game is to travel to the various galaxies and collect Power Stars, which are awarded by completing levels and accomplishing tasks and are used to open access to later levels. The game retains some gameplay mechanics introduced in the original, such as the blue Star Pointer that allows the player to pick up Star Bits and shoot them at enemies, levels that restrict movement to a 2D plane, balance ball levels, and gravity-reversing background arrows.[10]


Super Mario Galaxy 2 provides the player access to the game's galaxies through means of a map system similar to that in previous Mario games such as Super Mario World and New Super Mario Bros. Wii.[11][12] This is navigated via a mobile planet called Starship Mario (so named because it is shaped like Mario's head[10]) that serves as a hub world, which can be visited anytime and is expanded upon when new abilities are unlocked.[13] The game contains forty-nine galaxies allotted among seven different regions in the universe (called "worlds"), the general difficulty progressively increasing in each world. The first six worlds end with a boss level against Bowser or Bowser Jr. that, when conquered, allow the player to access the next world. When the player collects all 120 Power Stars, 120 Green Star levels are unlocked. These levels contain Green Stars that are hidden or are placed in hard-to-reach areas, focusing on heavy exploration and precision that could result in instant death if the player fails. Acquiring all 120 Green Stars awards the player with the final, forty-ninth galaxy with two new challenges that are considered exceptionally difficult.[14] Super Mario Galaxy 2 contains 242 unique Power Stars to collect overall.[15]
Most of the levels in Super Mario Galaxy 2 each offer a unique task based around its theme, and many focus on dynamic environments that change or alternate between various states. For example, some environments change to the beat of the background music, such as sudden shifts in the direction of gravity or the appearance or disappearance of platforms; and others feature a special switch that temporally slows down time. Prankster Comets, which were featured in the original game and cause variation and tougher challenges in levels, no longer appear randomly in visited galaxies but instead require the collection of a Comet Medal in that galaxy in order for it to appear.[16] In addition, Prankster Comets have become more general and offer any number of variations: while Super Mario Galaxy offered only five mutually exclusive variations, the Prankster Comets in Super Mario Galaxy 2 range to any number of challenges that often mix or overlap, such as destroying all the enemies, collecting 100 Purple Coins, completing the level within a time limit or while avoiding Cosmic Clones (doppelgängers of Mario that pursue and imitate all the player's actions). As a result, both the dynamic environments and the Prankster Comets often create challenges with puzzle elements, requiring precision and strategy in order to overcome them.



All the original transformations in Super Mario Galaxy return except for Ice Mario and Flying Mario, along with some new power-ups and items. These include the Spin Drill, which allows the player to burrow through planets and emerge out the other side;[10] Rock Mario, which allows the player to smash through barriers;[17] and Cloud Mario, which allows the player to create temporary platforms in midair.[18] Mario is able to ride the dinosaur Yoshi, who is available in certain levels. When riding Yoshi, the player's blue Star Pointer is replaced by a red dot, which allows the player to point at various objects and manipulate them with Yoshi's frog-like tongue.[19] Yoshi can use his tongue to swing across gaps, pull levers, and gulp enemies, or spit them back out as projectiles.[10] There are three different power-up fruits available for Yoshi to eat that grant him temporary abilities, such as speed boosts, the ability to inflate like a balloon, or the power to reveal secret paths.[20]


Because of the game's advanced difficulty over the original, Super Mario Galaxy 2 offers some features that assist inexperienced or frustrated players. The most notable is the Cosmic Guide, similar to New Super Mario Bros. Wii's 'Super Guide' feature. The Cosmic Guide appears if the player has failed during a particular level a certain number of times, and allows the player to give computer control over Mario in order to complete the level if necessary. The drawback is that the player is awarded a Bronze Star, requiring them to complete it themselves in order to earn a Golden Power Star.[21] There are also monitors called "Hint TVs" that will demonstrate how to perform a specific move or optimal ways of using a power-up.[22]
Multiplayer gameplay has been expanded upon over the original. In Super Mario Galaxy, another player could use a second Wii Remote to control a second Star Pointer and assist Mario by grabbing onto enemies or collecting and shooting Star Bits. In Super Mario Galaxy 2, the second player now controls an orange Luma who retains all the original abilities, but can also physically attack enemies and collect items and power-ups, making the player's involvement more useful.[21]


The plot of Super Mario Galaxy 2 is a follow-up of the original. Princess Peach invites Mario to share some cake at the Star Festival, a time when Star Bits rain down from the skies over the Mushroom Kingdom. On his way, Mario finds a Luma, who immediately befriends him and grants him the ability to spin. Shortly thereafter, Mario's archnemesis Bowser, who has grown to an immense size (after swallowing Grand Stars, unbeknownst to Mario at this point), invades and attacks the Mushroom Kingdom. Kidnapping the princess, Bowser escapes into outer space to create his empire at the center of the universe. After launching into outer space, Mario is given control of Starship Mario, a mobile planetoid in the shape of his head, made by a crafty Luma mechanic called Lubba, powered by Power Stars, and piloted by other Lumas; his mission is to fly across the universe in pursuit of Bowser and the Princess and to help Lubba find the lost Lumas that were part of Bowser's plot. Along the way Mario meets new Lumas and joins up with his companion Yoshi.[23]
Upon collecting enough Power Stars, Starship Mario reaches Bowser's main fortification, draining energy from what appears to be a comet. Mario infiltrates the castle and defeats Bowser, retrieving the last Grand Star. Rosalina and her Comet Observatory from the first Super Mario Galaxy appear before Mario and Peach. Rosalina thanks Mario for watching over the Luma that he had found, and the Luma returns to the Comet Observatory along with Mario's hat. Mario and his companions return to the Mushroom Kingdom.


Shortly after Super Mario Galaxy was completed, Shigeru Miyamoto approached the development team and suggested that a follow-up be produced. The game was originally planned just to do variations on the original game's planets and call the game "More Super Mario Galaxy", (it was dubbed "Super Mario Galaxy 1.5" during early development), with a projected development time of approximately a year. The first elements that were implemented were anything that was scrapped from the original game, either to ensure game balance or simply because of time constraints, such as Yoshi and the concept of a planet shaped like Mario's head. Over time, more and more new elements and ideas were brought into the game, and it was decided that the game would be a fleshed-out sequel rather than a slightly modified follow-up. Thus, development took two and a half years. Takeshi Hayakawa, the lead programmer for Super Mario Galaxy 2, created a development tool that allowed different staff members, including visual and sound designers, to easily design and create stages without waiting for programmers, many of which were incorporated into the final game.[24] In order to help distinguish Super Mario Galaxy 2 from its predecessor, the staff originally wanted the whole game to revolve around the concept of "switching," in which the game's environments would dramatically change under certain conditions. This concept ended up being particularly difficult to implement full-scale, so was relegated to only certain levels.[25] Game tutorials were confined to an optional system called the "Tip Network" in order to benefit players already familiar with the original game.[26] Miyamoto compared Super Mario Galaxy 2 to The Legend of Zelda: Majora's Mask, in that both games use the same engines as their predecessors, yet build upon their foundations.[27]
Super Mario Galaxy 2 was revealed at the Electronic Entertainment Expo 2009 on June 2. In Miyamoto's private conference, it was stated that the game was very far along in development, but its release was held back to mid-2010 due to New Super Mario Bros. Wii's release in late 2009. Miyamoto also stated that the game has 95–99% new features, with the rest being previous features introduced in Super Mario Galaxy.[28] With regard to the original game, Nintendo of America President and CEO Reggie Fils-Aime stated in an interview that the sequel would be more challenging,[29] and Miyamoto said in a Wired interview that the game would have less focus on plot.[30] Miyamoto initially hinted that the game might utilize the "Super Guide" feature, introduced in New Super Mario Bros. Wii, into the game,[31] and this was confirmed by Nintendo's Senior Manager of Product Managing, Bill Trinen, who claimed that the feature is implemented differently compared to what New Super Mario Bros. Wii offered. The feature is called Cosmic Guide, where the Cosmic Spirit (Rosalina) takes control of Mario.[32]
The game made its playable debut at the Nintendo Media Summit 2010 on February 24, 2010, when a second trailer for the game was released, and its North American release date on May 23, 2010 was finally announced.[33][34] The Japanese, European and Australian versions of the game came packaged with an instructional DVD manual, explaining the basic controls, as well as showing advanced play.[35]
Super Mario Galaxy 2: Original Soundtrack
Soundtrack by Mahito Yokota, Ryō Nagamatsu, and Koji Kondo, performed by the Mario Galaxy Orchestra
Released
July 10, 2010 (2010-07-10) (Japan)
Genre Video game soundtrack
Length 65:00 (Disc 1)
66:39 (Disc 2)
Label
As with the original Super Mario Galaxy, Super Mario Galaxy 2 features a musical score written for and performed by a symphony orchestra. Early in the development process, when the concept of "Super Mario Galaxy 1.5" was being considered, there were no plans to use different music from the first Super Mario Galaxy. However, as the game evolved, the sound team, headed by Mahito Yokota, realized they needed new music that fit with the new gameplay mechanics that were being added. Although they were hesitant to use an orchestra again because of recording difficulties, general producer Shigeru Miyamoto gave permission immediately - according to Yokota, he felt that players would be expecting an orchestral soundtrack. Miyamoto also apparently suggested that players would want to hear arrangements from Super Mario Galaxy, which is why the soundtrack is a mixture of brand new pieces and arrangements of themes from Galaxy as well as many past installments in the Mario series.[36] Ryo Nagamatsu, who worked previously on Wii Sports Resort and New Super Mario Bros. Wii, contributed nine pieces to the soundtrack.
Nintendo composer Koji Kondo recruited 60 musicians for the orchestra, ten more than the number of musicians used for the original game's score, with an additional 10 musicians providing a big band style of music with trumpets, trombones, saxophones and drums. The orchestral performances were conducted by Taizo Takemoto, renowned for his work on the Smash Bros. Concert in 2002, while Kondo served as an advisor and supervisor, and contributed five pieces to the soundtrack.[37]
The soundtrack is currently available on a 2-disc set to members of the Japanese Club Nintendo as a reward. It can be acquired at the cost of 500 Star Points, though members who register a product code after purchasing Super Mario Galaxy 2 can obtain it for 300 Star Points.[38] There have been no announcements about the soundtrack's availability in other territories
Super Mario Galaxy 2 (スーパーマリオギャラクシー2 Sūpā Mario Gyarakushī Tsū?) is a platforming video game developed by Nintendo for the Wii. It was first announced at E3 2009 and is the sequel to Super Mario Galaxy. It was released in North America on May 23, 2010,[1] in Japan on May 27, 2010, in Europe on June 11, 2010, and in Australia on July 1, 2010.[5] It is the fourth original 3D platformer in the Mario series, after Super Mario 64, Super Mario Sunshine, and Super Mario Galaxy.
The game retells the story established in Super Mario Galaxy, in which the protagonist Mario pursues the evil Bowser into outer space, who has captured Princess Peach and taken control of the universe using Power Stars. Mario's subsequent adventures revolve around traveling to various galaxies to recover the Power Stars in order to travel to the center of the universe and rescue the princess.
The game was originally planned as a simple iteration of Super Mario Galaxy with few modifications and a projected development time of a year (this version would be called More Super Mario Galaxy). It was later decided that the game was to be developed as a fleshed-out sequel when the development staff continued to build upon the game with dozens of new ideas, and so development time expanded to two and a half years. Among the additions are dynamic environments, new power-ups, and, most notably, the ability to ride Yoshi.
Upon its release, Super Mario Galaxy 2 was met with critical acclaim, and it has been listed as one of the highest-rated video games ever by aggregation sites such as Metacritic and GameRankings. The game is one of the best-selling games on the Wii with 5.1 million copies sold worldwide.[6