History Videogame / SuperMarioGalaxy2

20th Sep '17 12:18:21 PM Jubileus57
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* LilyPadPlatform: Starshine Beach has some lilypads Mario carn ride. Those are actually required to transport Cloud Mario to certain locations, as the plumber loses the Power Up when he touches water.
9th Sep '17 2:51:21 PM MyFinalEdits
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* BossRush: Again, Boss Blitz Galaxy in the Special World has one of these against five of [[VideoGame/SuperMarioGalaxy the first game]]'s bosses. Specifically, [[spoiler:[[WarmUpBoss Dino Piranha]], [[LethalLavaLand King Kaliente]], [[TunnelKing Major Burrows]], [[GiantHandsOfDoom Bouldergeist]], and [[KillItWithFire Fiery]] [[NotSoHarmlessVillain Dino]] [[ThatOneBoss Piranha]],]] in that order. They are even accompanied by their battle theme tunes from the first ''Super Mario Galaxy''.

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* BossRush: Again, Boss Blitz Galaxy in the Special World has one of these against five of [[VideoGame/SuperMarioGalaxy the first game]]'s bosses. Specifically, [[spoiler:[[WarmUpBoss Dino Piranha]], [[LethalLavaLand King Kaliente]], [[TunnelKing Major Burrows]], [[GiantHandsOfDoom Bouldergeist]], and [[KillItWithFire Fiery]] [[NotSoHarmlessVillain Dino]] [[ThatOneBoss Piranha]],]] Fiery Dino Piranha,]] in that order. They are even accompanied by their battle theme tunes from the first ''Super Mario Galaxy''.



* MultiStageBattle: The first phase of the final battle plays out just like the other Bowser battles, even relinquishing the [[MacGuffin Grand Star]] at the end.[[spoiler:.. but [[NotSoFastBucko it's a trap]], and Bowser eats the Grand Star, [[MakeMyMonsterGrow grows gigantic once again,]] and initiates the final phase inside a ''black hole!'']]

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* MultiManMelee: Battle Belt Galaxy. Each enemy on each planet must be defeated in order to advance, ranging from one Goomba on the first planet to four Chomps on the last one.
* MultiStageBattle: The first phase of the final battle plays out just like the other Bowser battles, even relinquishing the [[MacGuffin Grand Star]] at the end.[[spoiler:.. but [[NotSoFastBucko [[spoiler: But it's a trap]], trap, and Bowser eats the Grand Star, [[MakeMyMonsterGrow grows gigantic once again,]] and initiates the final phase inside a ''black hole!'']]
9th Aug '17 11:54:46 AM Jubileus57
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* SentientStars: Lumas, just like in the first game, are fully living little stars that can grow into planets when fed with enough star bits.
31st Jul '17 7:07:49 AM 8BrickMario
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** Several game mechanics from the first game, most notably Ice and Flying Mario,

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** Several game mechanics from the first game, most notably Ice and Flying Mario, Mario.
23rd Jul '17 2:23:34 AM The_Cosmic_Troper
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* BlatantLies: In the second mission for Haunty Halls Galaxy, there is an.. unhelpful sign..
--> "The Boos won't hurt you as long as you don't look them in the eyes, OK? ...tee hee."
19th Jul '17 7:39:40 AM 8BrickMario
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** Life Mushrooms now appear much more frequently. While some appeared in levels in the first game, their main purpose was a pre-boss buff. Now they're more generous about providing them in tricky levels.
3rd Jul '17 10:26:38 AM 8BrickMario
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** Clockwork Ruins Galaxy combines RuinsForRuinsSake with elements of EternalEngine.
3rd Jul '17 10:12:38 AM 8BrickMario
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* DropTheHammer: Megahammer uses these as one of its prime attacks- besides potentially squishing the player, the hammers' impact will also shake loose the black-and-yellow strips on the platform, creating deadly gaps.

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* DropTheHammer: Megahammer uses these as one of its prime attacks- attacks-- besides potentially squishing the player, the hammers' impact will also shake loose the black-and-yellow strips on the platform, creating deadly gaps.
3rd Jul '17 10:08:28 AM 8BrickMario
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* TemporaryPlatform: Several varieties. The shrinking checkered tiles from the first game reappear, and this game introduced the Beat/Beep Blocks, which switch from one set to the other with the music. Flip-Swap Panels are a player-controlled version, switching with a spin and making planned jumps necessary. Cloud Platforms created by the Cloud Mario power-up also fade after a few seconds.

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* TemporaryPlatform: Several varieties.
**
The shrinking checkered tiles from the first game reappear, and this reappear.
** There are some stone platforms that collapse after being stepped on, which do not regenerate.
** This
game introduced the Beat/Beep Blocks, which switch from one set to the other with the music. music.
**
Flip-Swap Panels are a player-controlled version, switching with a spin and making planned jumps necessary. necessary.
**
Cloud Platforms created by the Cloud Mario power-up also fade after a few seconds.
29th Jun '17 1:48:51 PM MyFinalEdits
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* SoundtrackDissonance: [[spoiler:The Perfect Run]] is already hard, but at the point where it really starts getting sadistic, it plays music from [[spoiler:the original's first level!]]

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* SoundtrackDissonance: [[spoiler:The Perfect Run]] is already hard, but at the point where it really starts getting sadistic, it plays music from [[spoiler:the original's first level!]]level]].
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http://tvtropes.org/pmwiki/article_history.php?article=Videogame.SuperMarioGalaxy2