Added: 3 years ago
From: Overhazard
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  • I kinda feel bad for him losing his crown

  • WHAT THE? CHOCOLATE AT 7:04!?

  • DUDE THIS TOOK FOREVER TO BEAT!

    

  • i am not joking the 1st time i did this battle i took LOTS of damage then the next time i took NO damage no joke

  • the vid sucked after 8:05.

  • sounds juss like gooper blooper...

  • 7:04 Hehe......

  • Is that star going through King Kaliente at 7:40?

  • I didn't know that was in the box at 5:52

  • I think the water things at 1:44 are tiny version of Drip Drop Galaxy

  • and 1:37

  • 1:42 is awsome

  • it is funny when mario burns his butt off

  • i just unlocked luigii¡¡¡¡

  • the place where u battle King Kaliente looks like chocolate lol

  • the Super Mario Bros Bowser Castle music... this game is really having all the Mario Games around here

  • No invention has benefited Mankind so much as the AUTO-HOMING COCONUT!!

  • I wish I could afford one...

  • Great job!

  • Isle Delfino shows strong signs of colonization in the past. In the Japanese version, it was Spanish. In the English version, it was Italian.

    Mario Galaxy is indeed very linear among the 3-D Mario games. "Backtracking" doesn't really apply to nonlinear games like Mario 64 or Banjo-Tooie, since the idea is that you make your own path. If you're backtracking, then it means you're doing something wrong.

  • Wow, really? I wonder what led to the decision to make it Italian in the English version.

    I wonder if the next 3-D Mario game will involve more backtracking... I can definitely picture Mario discovering a Launch Star inside a secret sealed cavern, hidden behind a seemingly mundane obstacle to discover a hidden Power Star. If a sequel to Galaxy had about ten Power Stars per galaxy (with over half of them being hidden), I could definitely see myself playing that for a long time.

  • One thing I'd like to see return is the ability to go for many other missions other than the one you selected.

    People seem to really really hate backtracking without realizing how fundamental it is to a video game.

    My guess to an Italian Delfino is that the architecture, as you suggested, is more Italian in style than Spanish, plus the connection to the Mario Bros.

    (Also, it looks like I accidentally removed one of your comments. They really need an "Are you sure?" warning for that.)

  • Yes, that was one of my favorite features.

    I think people dislike backtracking because it make parts of the game seem redundant.

    Did they have to change the background music to accompany the switch from the Spanish to Italian style? As I recall, the music for Delfino Plaza was the same in the Japanese version of Brawl as it was in the English version, so I wouldn't think so.

    Oh, it's okay. There's no need to worry about that. And you're right, they really do need a clarification notice.

  • No, the music was exactly the same. I think the American localizers changed it because everything in the game suggested italian except for the strange Spanish words all over the place.

    And, of course, there really is no such thing as "backtracking" in a nonlinear game. If someone complains that there's too much backtracking in such a game, then they're playing it expecting something different than what it's supposed to be.

  • I could definitely see backtracking in Galaxy. Navigate your way through one route, obtain an item to further your progression, backtrack to the beginning, et cetera. Doing so would provide plenty of exploration, too.

  • Yeah, and that's because Mario Galaxy is a linear game. You're constantly told to keep pushing forward. (Sonic Unleashed, in particular, discourages going back. The camera and layout cooperate.)

    In a game like Donkey Kong 64 or Zelda: Majora's Mask, however, the worlds are nonlinear, and by necessity, you'll see the same landscape and paths over and over. I can see why some people might not like that though.

  • Well, Nintendo is known for breaking new ground in the gaming universe. Who knows? Maybe their next 3-D Mario game will encourage backtracking and exploration. (I feel like I'm either restating everything I've already said, or just parroting back what you've told me...)

    I've never played many games from the '90s, unfortunately. I had never owned a gaming system that wasn't hand-held until about four years ago.

  • Well, if you're familiar with Wind Waker, that'd be a case of a contemporary non-linear game. You often have to revisit places over and over, most notably Windfall Island; Link is also given a few dungeons at a time and can tackle them in any order until that set is finished.

    I never minded backtracking at all; Tooie, Majora's Mask, and Paper Mario 2 are in my top 10, and all have massive amounts of backtracking.

  • Unfortunately, I've never played a Legend of Zelda game. My friend, however, has played nearly every Zelda game that has ever been released, although he's always gotten stuck on the last dungeon every time.

    I love the Paper Mario series, though. Such a unique set of games.

  • Odd. By the time you reach the end of the game, you can pretty much figure out the designers' tricks. I suppose that's why Zack & Wiki has started to feel more straightforward for me.

    Have you played any games that are highly nonlinear? I've listed a lot of them already, though highly nonlinear games tend to gravitate towards Nintendo's systems. I have a hard time thinking of one for a Sony or Microsoft machine.

  • Well, I've played Pokémon since Red and Blue came out. I'm sure Pokémon is considered nonlinear.

  • The story IS linear. But as far as what you're supposed to do to continue the story, it's pretty nonlinear among RPGs in that you're encouraged to take your time and see what's around you. You're not forced to take a certain path in a certain order by the landscape.

    Are you familiar with Jet Grind Radio or Persona 4? Both of those games take place in a single small and restricted area; by necessity, you could visit the same spot dozens of times when the story calls for it.

  • you could kill the blue guys with a starbit. their hard to hit though

  • Oh, I didn't know that. I'm trying to reach 9999 Star Bits though, so I don't want to waste any.

  • Huh, I never knew you could pop those bubbles by shooting Star Bits at them.

    I looked around, and I didn't find anything about those strange water planetoids being used as beta elements. I did discover plenty of other interesting factoids, however.

  • It's always puzzled me as to why those water planets (or planetoids) are there, sicne it's pretty much the only thing in the Good Egg Galaxy you can't set foot on. There are plenty of decorative elements in other stages, but it doesn't seem like the style of this one.

  • Well, it could be that the programmers felt that the Good Egg Galaxy needed some sense of aesthetics...

    Or, it could have something to do with the fact that the programmers had originally intended the Good Egg and Gusty Garden Galaxies to be one large galaxy.

  • Yeah, I definitely remember seeing evidence of that. There's a remnant of that in the ending, where pieces of Good Egg and Gusty Garden are floating around together.

  • I definitely noticed that too, but I wasn't sure whether it was because of their plan to fuse the two Galaxies, or because the programmers wanted to add examples of various galaxies to that shot in the cutscene.

  • If that was true, it'd be pretty strange, since those are the only two galaxies you see pieces of. It took me ntil the third time I saw the ending to realize it was just Good Egg and Gusty Garden, however. I get the feeling that the decision to split the galaxies was pretty early on, since Gusty Garden Galaxy's missions would've been way too difficult compared to the Good Egg Galaxy's.

    Still, it would have been pretty neat to see 7 or 8 major galaxies with 12 missions apiece.

  • Hmm, this is true. Although it's also a possibility that the programmers may have intended the Gusty Garden section of the Good Egg Galaxy (before the separation, of course) to be inaccessible until later in the game.

    That would definitely be interesting, but it would more than likely make the game seem smaller.

  • The sheer amount of open space would probably make the game feel huge and grand, no mater how few major galaxies there are. It's the minor galaxies, I think, that makes the game feel larger, since Mario is constantly introduced to new themes.

    Super Mario Sunshine was definitely not a small game, even though it had only 7 major regions. Each major region had 11 Shines, and there were tons of one-shot places too.

    But that's just my opinion: The more rushed forward you are, the smaller it seems.

  • Ah, you have a very valid point there. Touché.

    I have never owned a GameCube, so I haven't played Super Mario Sunshine. I could still buy it and play it on the Wii, though.

  • Well, Sunshine isn't for everyone. As far as Mario games go, it's considered a pretty difficult one. That, and the constant tropical island motif and pastel colors probably annoys some people.

    Still, having lots and lots of galaxies certainly helps Mario Galaxy seem bigger. I kind of wish they'd relinquish the 120-Star cap (Grand Finale Galaxy is supposed to be a surprise) and put in more missions for each galaxy though. Some of them feel like there's something missing.

  • It's like trying to beat a boss from LoZ.

  • Hm, I wonder if those water planets even have coding for Mario to swim/walk around on...

  • I still feel that Mario was supposed to originally use them but was scrapped to streamline whatever mission it would've been part of (probably this one). Either that, or they had trouble making Mario jump from planet to planet from the water.

  • the name of the galaxy is funny: good egg.

    Great, now I want to eat an omelette.

  • This is probably my second favorite galaxy. Mainly because it's sunny and happy on one side, but when you go upside down it's dark and dreary. this should be renamed the Dr. Jekel Mr. Hyde galaxy.

    if ur wondering, my favorite galaxy is the Beach Bowl galaxy. all those cute wittle penguins...

  • I never thought of it that way. Neither the Japanese version nor the English version have names that hint to that.

  • Annoying youtube glitch D: the description is not there otherwise good

  • Actually he had no time to make the description and will change it later.

  • good job

  • Awesome vid!

  • Hey nice video. You are very good at this

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