
Galaxy 2 is a game as perfectly structured as any, comprised of one imaginative idea after another, each one creative enough to be a game in their own right. Thankfully, Super Mario Galaxy 2 prevailed in showing that pure, unadulterated game design in itself can be art. I can recall at least one major gaming website once IGNorantly claimed that Limbo was a better platformer than Galaxy 2 because Limbo “had atmosphere.” But who the hell talks about Limbo anymore? Then again, people thought Ken Levine was like gaming’s greatest auteur back then.

Unless something was a Mass Effect or a Red Dead Redemption or some “atmospheric” indie darling, it couldn’t be art. It’s also important to note Galaxy 2’s impact because when it was released in 2010, the video game world was all in with the weird “games aren’t art unless they emulate movies” mentality. “The very first image of Super Mario Galaxy 2 I ever saw.” Similar to how Majora’s Mask would create an identity of its own while using many of Ocarina of Time’s assets, Galaxy 2 is structurally and philosophically its own beast, despite using its predecessor as a backdrop. And to call it more of the same couldn’t be further from the truth. The first Super Mario Galaxy (released on Wii in 2007) was already one of the most acclaimed video games of all time, and it may seem odd to remember that when Galaxy 2 was announced, the hype was somewhat restrained, with many claiming it looked like more of the same, and that it couldn’t live up to its predecessor.īoy, were those people wrong! Despite the lofty standard set by the first Super Mario Galaxy, Galaxy 2 managed to meet and even exceed expectations, becoming every bit as acclaimed and heralded as its predecessor.
#SUPER MARIO GALAXY 2 2 PLAYERS FULL#
Yes, somehow, it’s been a full twelve years since Super Mario Galaxy 2 was released on the Wii. That’s two all-time greats in the same month! Today, May 23rd 2022, marks the twelfth anniversary of the release of Super Mario Galaxy 2 in North America! May is apparently a fantastic month for Mario, seeing as we already had the anniversary of Super Mario RPG earlier this month. Getting in the other players’ way can be a fun part of gameplay, but I think that with Co-Star mode, which also includes functions to entertain the other player, we were able to finalise the style of the two-player mode.“Why isn’t Lubba a character in Mario Kart yet?”

During the initial stages of development, we’d made it so that the person assisting the main player was able to do things like shake the Wii Remote to make Mario spin or make him jump by pressing A, but we ended up taking those features out because it lent itself to negative play and made play difficult. So, by making good use of the Wii Remote’s pointer, I think we were able to have the second player play the game with a very strong sense of participation. But I wanted the second player to also be able to enjoy action games for what they were. For example, two good friends can have fun no matter what they play.

Of course, people who play together usually have some sort of relationship with each other and that relationship helps make up for this problem. That’s why I wanted to make it so that the second player could enjoy the experience as well. That’s right you end up playing just to entertain the other player.
