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MARIO: lo que debemos saber.

  1. #16
    wii the one next gen Avatar de lucentumm1
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    Predeterminado Re: MARIO: lo que debemos saber.

    si te refieres al empezar de mario bros, por supuesto es el empezar de wilkipedia, ten en cuenta que es un trabajo de ultima de hora, y que he puesto casi por obligacion, para que konami no me pegase , ademas es un juego que no disfrute ni en su epoca ni en la actualidad, asi que poco valoracion personal puedo ofrecer.
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  2. #17
    especialista Avatar de chusmo25
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    Predeterminado Re: MARIO: lo que debemos saber.

    y quién es marth??

    aunque mario me escame, tengo que reconocer que el new super mario bross de la ds me ha hecho rememorar sus títulos en 8 y 16 bits, únicos juegos del fontanero que jugué, rejugué y vicié a fondo hasta la extenuación hace 15 años

    el mario 64 no lo caté, por una desconexión vital de vicio consolero, y el sunshine no me motivó lo más mínimo cuando lo probé en el cubito

    ahora he conseguido el mario 64 ds y voy a ver si me seduce...

    como digo, retornar después de tantos años al plataformeo 2D de mario y disfrutarlo ha sido algo que sinceramente no esperaba

  3. #18
    wii the one next gen Avatar de lucentumm1
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    Predeterminado Re: MARIO: lo que debemos saber.

    Cita Iniciado por chusmo25 Ver mensaje
    y quién es marth??

    aunque mario me escame, tengo que reconocer que el new super mario bross de la ds me ha hecho rememorar sus títulos en 8 y 16 bits, únicos juegos del fontanero que jugué, rejugué y vicié a fondo hasta la extenuación hace 15 años

    el mario 64 no lo caté, por una desconexión vital de vicio consolero, y el sunshine no me motivó lo más mínimo cuando lo probé en el cubito

    ahora he conseguido el mario 64 ds y voy a ver si me seduce...

    como digo, retornar después de tantos años al plataformeo 2D de mario y disfrutarlo ha sido algo que sinceramente no esperaba


    puffff!!!!, con todo lo que se puede comentar, y ahi que fijarse en estas cosas , como se lee arriba pone quote, este hilo fue movido de un hilo a otro (fue escrito originalmente en el hilo oficial de super mario galaxy, y despues se cambio como hilo propio), al moverse el recuadro de quote ha desaparecido, pero se lee la palabra quote arriba, asi que el texto estaba dentro del recuadro, y fuera y abajo de el , ponia bien claro de quien era la frase, de marth, un colaborador de sector N.
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  4. #19
    especialista Avatar de chusmo25
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    Predeterminado Re: MARIO: lo que debemos saber.

    por lo menos comento algo y mantengo a flote este "hilo mesiánico"
    Última edición por chusmo25; 29/10/2007 a las 17:18

  5. #20
    wii the one next gen Avatar de lucentumm1
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    Predeterminado Re: MARIO: lo que debemos saber.

    Cita Iniciado por chusmo25 Ver mensaje
    y quién es marth??

    aunque mario me escame, tengo que reconocer que el new super mario bross de la ds me ha hecho rememorar sus títulos en 8 y 16 bits, únicos juegos del fontanero que jugué, rejugué y vicié a fondo hasta la extenuación hace 15 años

    el mario 64 no lo caté, por una desconexión vital de vicio consolero, y el sunshine no me motivó lo más mínimo cuando lo probé en el cubito

    ahora he conseguido el mario 64 ds y voy a ver si me seduce...

    como digo, retornar después de tantos años al plataformeo 2D de mario y disfrutarlo ha sido algo que sinceramente no esperaba

    este juego tiene dos cosas buenas y una mala.
    Una es la opcion de poder jugar con personajes nuevos como wario o luigi, que en su dia no estaban, otra aun mejor es la caza de conejos que te dan minijuegos secretos, los cuales, algunos son impresionantes, pero por desgracia la cosa mala, es un lastre demasiado gordo para el juego, la gran virtud de este juego que fue su control analogico, (a dia de hoy aun no ha sido superado ni por la propia nintendo), aqui es imposible de conseguir , ninguna de las 3 opciones que da el juego es lo suficientemente buena como para poder disfrutarlo en condiciones, .

    Asi que, a un precio economico de 15 o 20 euros, es una buena compra, pero pagar 40 por el , no lo veo una gran opcion, antes te recomendaria que te pillases la wii , y descargases el original del bazar de wii, ademas si no me equivoco, este tiene una mejora grafica respecto al original.
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  6. #21
    especialista Avatar de chusmo25
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    Predeterminado Re: MARIO: lo que debemos saber.

    el juego me ha salido barato. una wii?? ahora no me da la vida

  7. #22
    gurú Avatar de konami
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    Predeterminado Re: MARIO: lo que debemos saber.

    Al igual que con el New Super Mario Bros yo he vuelto a disfrutar con la versión de Super Mario 64 DS!!.

    Y la destripé bien al igual que me pasó con el de la nintendo sixtie fooooooouuuuurrrrrrrrrrrrrrrr!!. Yes yes yes!!!!!.

    El único mario que realmente me ha defraudado el es Sunshine. Aparte del super mario bros 2 que era otro juego en origen.


    Saludos!!

  8. #23
    wii the one next gen Avatar de lucentumm1
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    Predeterminado Re: MARIO: lo que debemos saber.

    Cita Iniciado por konami Ver mensaje
    Al igual que con el New Super Mario Bros yo he vuelto a disfrutar con la versión de Super Mario 64 DS!!.

    Y la destripé bien al igual que me pasó con el de la nintendo sixtie fooooooouuuuurrrrrrrrrrrrrrrr!!. Yes yes yes!!!!!.

    El único mario que realmente me ha defraudado el es Sunshine. Aparte del super mario bros 2 que era otro juego en origen.


    Saludos!!

    entonces supongo que tendras el galaxy en mente , veeeeeeennnn, el lado oscuritoooooo teeeee esperaaaaaa, miiiiiiiia la wiiiiiii seraaaaaa miiiiiaaaa. yes, yes, yes!!!!!!!
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  9. #24
    gurú Avatar de konami
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    Predeterminado Re: MARIO: lo que debemos saber.

    Cita Iniciado por lucentumm1 Ver mensaje
    entonces supongo que tendras el galaxy en mente , veeeeeeennnn, el lado oscuritoooooo teeeee esperaaaaaa, miiiiiiiia la wiiiiiii seraaaaaa miiiiiaaaa. yes, yes, yes!!!!!!!

    NO!!

    No puedo tropezar tres veces con la misma piedra!!. Con la sixtie fooooouuuurrr piqué de principio teniendo la psx y la verdad lo pasé muy bien con el international superstar soccer, el mariano 64, el zelda ocarina of time (el mejor) y el diddie kong racing, pero por lo demas chofffff..... y con el cubo no lo compré hasta que un amigo vino a mi casa con la suya y el rogue scuadron, el cabroncete me tocó el punto sensible y la verdad es que flipé y caí rendido antes el cubo. Al día siguiente me planté en un centro mail y me pillé la consola, otro mando, una tarjeta de memoria, el cable rgb y el juego de starwars!!. El cubo me ha decepcionado por lo demás. El zelda wind waker no me enganchó del todo aunque es muy buen juego, el rogue scuadron 2 más de lo mismo y sin doblar al castellano. El cubo me dió que jugar de nuevo con el resident evil 1, el metal gear twins snake y la verdad por lo demás no lo usé apenas y eso que tuve unos veinte juegos!!. Al final lo vendí todo y me quedé dos o tres juegos por si me acabo comprando una wii volverlos a jugar algún ..... pero de momento va a ser que no!!.

    Saludos!!

  10. #25
    wii the one next gen Avatar de lucentumm1
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    Predeterminado Re: MARIO: lo que debemos saber.

    primeras puntuaciones de mario galaxy, 10/10



    revista deeko




    10/10




    Publisher:
    Nintendo


    Developer:
    Nintendo

    Genre:
    Adventure





    Total Ratings: 861
    If you have played this game, select the score you would give it based on a fair assessment:





    Select 1 1.5 2 2.5 3 3.5 4 4.5 5 5.5 6 6.5 7 7.5 8 8.5 9 9.5 10



    Let's get this out of the way quick: I've given this game a 10 - make of that what you will.

    29.October.2007

    The Super Mario series has always been about one thing, one absolute factor, one simple element which has become synonymous with the name Nintendo and Mario: fun. From way back in his Goomba-stomping, flag-jumping, Bowser-bashing beginnings, leading up to his Raccoon-imbued flying power days or cape-wearing adventures and finally ending in his first steps into the realm of 3D, Mario has always been the supplier of great and truly memorable gaming moments. Though some games in the venerable franchise may have fallen a little short in certain aspects (I'm looking at you, Super Mario Sunshine), every game in the series has been a blast to play through, time and time again. The main reason for this is that every game in the series has been nothing short of amusing and has featured almost perfect control, as well as featuring an endearing cast of characters that seem to occupy magical, inventive worlds that cleanly draw you in like nothing else out there. For Mario's newest venture, Super Mario Galaxy, these aspects are available in spades - fancy spades, at that.

    Fancy, shiny spades!

    Our modest story begins with our lovably plump Mario as he runs along at full speed to a celebratory event (or party, if you like) complete with jolly Toads scurrying about, comets falling and exploding in the starry night sky, and... wait, what's that? Oh, Bowser.

    Didn't see that coming!



    Surreal? Yes, I'd say so, but it is a Mario game!As usual, the King of the Koopas and his devout minions are here to capture the Princess, but this time they have an unlikely source for their dastardly deeds - space traversal. As Mario staggers across the once-grassy, now crater-filled meadows outside the castle - which are now aflame after Bowser's airships have attacked - he makes his way slowly through the frightened throngs of subjects to his final goal. A few moments later, the Princess' humble abode is lifted high up into the air, past the darkened clouds, and out into orbit. Though Mario has managed to follow his arch-rival into space with a few well-placed jumps, he's blasted away by the nefarious Kamek as he tries to save his beloved and thus he falls, gliding slowly back to whence he came...

    Fortunately for us, Mario is rescued by a group of star sprites called "Lumas", who are guided by their "mama" - a galaxy-traversing young lady known as Rosalina (who actually bears a strong resemblance to that of our fair Princess). While traveling across the stars, their journey was interrupted as a strange force stopped her spaceship - the Comet Observatory (Galaxy's main hub) - in its tracks, right next to Mario and the gang's home planet. Once this happened, Bowser (he sure gets around, doesn't he?) stole the ship's "Power Stars" and "Grand Stars", which are required to fuel the galactic space cruiser. Until they're returned, the ship will be unable to move or even be able to generate that much needed power. Once you've proven your worth with a quick tutorial, you're quickly given the task of locating and returning the aforementioned stars to Rosalina and her friends, which will slowly restore power to the craft and allow you to embark to the center of the universe to face Bowser in a final, galaxy-shaking confrontation. To do this, you'll slowly unlock Domes - small observatories from which you can stare out into the stars and find galaxies to explore. Once you're inside a Dome, a small star sprite will help guide you, showing you a map of the universe so you can keep track of your progress and see if there are any new galaxies to explore. You unlock galaxies by collecting more stars; the more you collect, the more galaxies will become available.



    It's-a my shell! You canna have it!Each Dome sports around five galaxies for you to traverse, each with very different terrain. Unlike Sunshine, where you're mainly visiting different versions of the same resort, you'll be exploring tons of different places, so you're never stuck with any unimaginative worlds or ones that look the same as those you've already been to. There are the usual fire galaxies - complete with flowing lava and volcanoes, forest galaxies where you'll converse with bees and even become one yourself, ice worlds where everything is frozen and you'll have to avoid the freezing cold water, etc... pretty much par for the course, right? Well, not exactly. With Galaxy's new gravity system, it pretty much throws the platforming world into chaos. It's a good, entertaining kind of chaos though. For example, let's say you're about to fall off the edge of a platform you've been battling enemies on. Instead of plummeting to your death, you'll float around to the other side, and possibly find some secrets while you're there. Not every planet works like this though, as sometimes you'll fall into a black hole if you stumble off the edge, which means game over for you. For those of you worried that you'll just be wandering around tiny platforms and never exploring huge, expansive worlds, you shouldn't be. First of all, the smaller areas in Galaxy are a blast to play, and the platforming in these segments - as in the rest of the game - is perfect. And there are also the aforementioned huge, expansive worlds to explore, which come more often than I thought they would. So in the end, you've got a fairly eclectic mix of ground to cover, which leads to the game's amazing replay value and fun factor, as you'll want to keep coming back to each galaxy, each area, even just to run around, something I haven't done in a game since Super Mario 64 - quite a testament to Galaxy's quality.

    In each galaxy you explore, you'll uncover several missions to complete. These missions work similarly to those found in Super Mario 64 and Sunshine, so you should feel right at home; select the star/mission you'd like to play, meet the mission's requirements, and pick up the star on your way out. You'll have over 100 of these shiny sprites to collect in the game, but it definitely feels a lot larger than Mario's previous outings, perhaps to the point of even eclipsing his 2D days. It also feels more varied than anything the series has previously brought to the table. As I mentioned above, you've got your expected themed worlds, but the galaxies in this game are extremely varied as well as being fairly numerous. Along with the standard fare, you've also got galaxies made out of food, toys, beaches, flying airships, floating comets, space junk, mountains, haunted houses, gardens, deserts; just about everything you can imagine. The platforming itself is simply brilliant; you'll be hopping and bobbing your way across any number of varied areas, each with its own gravitational pull (as stated above). So, if you're stuck, try looking up; there may be a planet just out of reach, but with a high triple jump, you could easily be pulled up (down?) to the planet above (below?). This lends a whole new dynamic to the Mario franchise, and one I quite enjoy. It never gets disorientating either, nor does it ever feel confusing.



    This... THIS is what happens when you eat at Taco Bell!The controls for the game are, quite simply put, perfect. There was never a moment where I became frustrated, never one time in which I wanted to put the Wii Remote down. You move around with the Nunchuk's analog stick, and jump using the A button on the Wii Remote. You can also use the Nunchuk's Z and C buttons to ground-pound and center the camera, respectively. Speaking of which, one of my biggest fears going into this game was the camera. We all know that Sunshine had problems in this area, and the way Galaxy works, with the separate planets and gravity system (which can quite literally turn you on your head), the thought of a working camera during all of this seemed to be nigh impossible. But wouldn't you know it, the developers pulled it off. I had absolutely no problems with the camera when playing the game. Not once. You can also shift the camera around with the control pad for a better view, though sometimes the camera is fixed. But don't worry, like I said, the camera isn't a problem at all, so fixed or not it will never get in your way.
    Última edición por lucentumm1; 02/11/2007 a las 18:25
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  11. #26
    wii the one next gen Avatar de lucentumm1
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    Predeterminado Re: MARIO: lo que debemos saber.

    ......




    o Score
    10/10

    Buy Now
    Publisher:
    Nintendo


    Developer:

    Nintendo

    Genre:

    Adventure
    Avg. Visitor Rating

    9.7
    Total Ratings: 861
    If you have played this game, select the score you would give it based on a fair assessment:

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    Back to page 1 ( of 2 )



    That's a spicy meat-a-ball!One reason this is possible is through the result of brilliant level design. As wonderful and entertaining as the levels can be, you have to sit back and gasp in awe at how much thought must have gone into this game. With shifting platforms, collapsing floors, ever-changing gravity, tense enemy dodging, nail-biting last minute jumps - it all adds up to a truly breathtaking experience. It's not very often that you have this sort of innovation in games, so it's much appreciated. You'll also have plenty of reasons to return to galaxies you've already played through; new "Power Star" missions open up all the time, and some require a lot of playtime and a lot of digging, so even though you thought you'd already completed that one galaxy, you'll have to go back to it several times. And no, this process never gets tiresome; great level design, remember? You'll also have to deal with "Comets" now and then, which affect the way a galaxy works. For example, the "Daredevil Comet" gives you only one life point - you usually have three - and the "Fast Foe Comet" speeds up your enemies. It doesn't seem like much, but when you're trying to dodge a ton of Thwomps, believe me, the game can become rather difficult. These Comets are their own missions, so they add even more depth to the game.

    Another great aspect of the game is the boss fights. Yeah, I know, boss fights aren't exactly Nintendo's forte, but the ones found in Galaxy are a real treat. I'd say one third of the boss battles play out as they have in past Mario games - find the boss's weak point, attack it around three times, boss goes into hyper mode, attack different/new weak spot about three times and so on. Funny enough, I usually hate this sort of thing, but in Galaxy, they actually work. The rest of the boss fights in the game play out a lot more uniquely, and oftentimes you'll have to use your environment and some quick thinking to take down your fearsome foes. My favorite moment was my first fight with Bowser, where it took me a minute or two just to figure out what to do, and then several more minutes just to hit the guy. And no matter how they play out, each boss fight is memorable; some even resemble Super Mario Bros. 3 and Yoshi's Island. In fact, a lot of things in this game remind me of those classic titles.

    I guess I should speak a little about Galaxy's power-ups now. I'm not sure about you, but New Super Mario Bros. was a bit lackluster for me in this respect. The items weren't very original and some made the game control worse! But no need to worry about this fate befalling Galaxy - it's got a pretty amazing line-up of powerful items to use. I won't tell you about all of them, since that would spoil the surprise a bit, but I'll give you info on two of them. First up is the "Ice Mario" power-up. This turns Mario into a frozen version of himself, giving you the power to freeze water. You can use this to walk over water (creating walkways as you do so), create platforms out of shooting fountains or even wall jump up waterfalls! The "Ice Mario" power-up's alternative, "Fire Mario", is exactly how it's always been. You can still shoot fire out of your hands, but you do so by flicking the Wii Remote now; this doesn't feel gimmicky at all and it works great (Oh, and you can fly again!).



    They're so wiggly!Speaking of motion control, I'm sure you're all wondering one thing at this point: does the Wii Remote functionality actually work? Why yes, yes it does. The simplest use comes with the Wii Remote's speaker, which lends itself perfectly to this game, as the sounds coming out of it are not dynamic, and thusly don't suffer much from the speaker's lack of audio quality. As for the motion-sensing itself, you'll use it on occasion. Some galaxies require the use of the Wii Remote, such as when you point and click on small blue Sling Stars to guide Mario through space, or when you use wind/air to slowly push Mario, who's in a bubble, across dangerous areas filled with spike balls and bombs. Other times, you'll point the Wii Remote upward and move it around like a classic joystiq to guide Mario around as he stands on a ball. These uses of the Wii Remote never feel forced, nor do they feel gimmicky. It's a perfect blend of new gameplay and old. But the biggest use of the Wii Remote, one you'll be using the most, is Mario's spin attack, which you use by shaking the Wii Remote. This is used to stun enemies, activate switches, use stars to shoot across the galaxy to other planets (very fun), and even as a fourth jump. You can also point the Wii Remote at the screen and pick up star Bits. You'll use these for various things, so I'll just let you learn about them on your own.

    The graphics in the game are, as expected, the best that the Wii has to offer for now. Many people (including myself) make negative remarks about the Wii's abilities now and then (okay, all the time), but this game really shows what the system can do. The environments are vast, beautiful, and very colorful. The detail allowed with the art style amazes at times and the enemy and character models are simply gorgeous. I'm most impressed by Bowser, who, for the first time, made me shocked at how good a Wii game can look. Yeah, that doesn't happen very often. The effects in the game are nice too; while underwater or next to heat sources, you'll get some screen distortion and the particle effects are amazing. It's the small touches that do it for me, such as the ridges in the stonework or the leaves blowing in the wind. The animations in the game are amazing, as well, giving the characters life they've never really had before. The music is just as good, and maybe even the best aspect of the game. And before you ask, yes, the music is orchestral (waits for happy fanboys to quiet down from their excitement). I really wanted this kind of score in Twilight Princess (waits for angry fanboys to stop yelling at him), though I'm extremely happy to see it now in Galaxy. Sure, no voice-overs are included, except for a few clips here and there when a character first speaks, but honestly, I don't go into a Mario game expecting that sort of thing. Anyway, back to the music. Since it's orchestral now, it's a lot more moving, and I couldn't help but let a small smile show every time I heard a classic tune, or when the amazing (amazing!) Bowser battle theme plays. I do love my chanting.

    So, are there any problems with Galaxy or aspects that I didn't like? Well, no. I tried very hard to find a flaw of any sort and there was nothing really game breaking. Any complaints I have with the game, well, they're so minute that I can't even remember them at this point. That or they just don't exist. It's rare to play through a perfect game or one that nears perfection, but Galaxy definitely fits that mold.

    Hell, it's broken it.
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  12. #27
    Dani, no corres solo (26) Avatar de Shinji Mikami
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    Predeterminado Re: MARIO: lo que debemos saber.

    Realmente, en el mundo On-Line, sólo espero la nota de Gametrailers.com , y quizá un poco, la de IGN, pero principalmente la de Gametrailers.

    Para mí son los que más criterio tienen, sin duda alguna.

    En el mundo escrito, no espero a NADIE. Ninguna revista merece la mínima redibilidad por mi parte.
    MotoGP forever

  13. #28
    wii the one next gen Avatar de lucentumm1
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    Predeterminado Re: MARIO: lo que debemos saber.

    reviews de 1UP


    Reviews: Super Mario Galaxy We review Mario at his best -- even the sky's not the limit in this one.

    By Jeremy Parish 11/02/2007

    > Reviewer's Blog > Review Crew Profile

    VIDEO: Head over to our videos page to check out all Super Mario Galaxy footage!
    No single series has defined videogames like Mario. This is not mere opinion but rather cold, hard fact: Donkey Kong invented the platformer, Mario Bros. made it cooperative (or competitive, depending on your personality), Super Mario Bros. perfected it, and Super Mario 64 made it work in three dimensions. Even Mario's spin-offs have been hugely influential, whether through Super Mario Kart creating the mascot racer or in Super Mario RPG introducing action and timing to turn-based role-playing games. Sure, the medium would have evolved just fine without him, but through the years he's consistently led the way to better, more polished game design. Of course, this makes for high expectations -- Mario's slightest misstep is usually treated as abject failure. Certainly he's starred in some genuinely lackluster titles, but even solid but quirky outings that would have been adored under the auspices of a less-revered franchise are often panned by critics and gamers alike.
    Super Mario Galaxy should be free of any such contention. It is an exceptional game by any standard, Mario or otherwise. It doesn't invent new kinds of gameplay, but it represents something that is perhaps equally important: A rethinking of how 3D platformers should work. The decade since the N64's debut has seen the genre struggle (and generally fail) to move beyond simply piling needlessly complex controls and obsessive-compulsive item collection on Mario 64's foundation. Galaxy strips away those encumbrances, revisits the essential concepts that made its esteemed predecessor so enjoyable, and then expands on them in new and intriguing ways.

    [Click the image above to check out all Super Mario Galaxy screens.]

    Granted, it's not a perfectly clean break; Mario still does plenty of collecting. But those elements are far less obtrusive here than we've been conditioned to expect by 10 years of lazy mimicry. Coins simply offer extra lives (plus bragging rights), and while unlocking certain stages requires a fair number of star bits -- candy-like fragments sprinkled throughout the world -- they're abundant enough that you'll meet your requirements in the course of normal play. The previous games' red (or blue) coin collecting missions do return in the form of purple coins -- but these stages aren't required to beat the game. (As a matter of fact, you can't even play them until you defeat the final boss.)
    To make collection even less of a chore, Galaxy uses the Wii Remote as a cursor that allows you to gather star bits by simply pointing at them, regardless of how far away from Mario they happen to be. In fact, Wii functionality is incorporated into Galaxy more subtly and effectively than in any action game to date, and it allows for a simplified control scheme that nevertheless offers Mario more varied control options than ever before -- an amazing accomplishment in itself. Only a few sections of the game are entirely reliant on advanced Wii functionality (using the tilt controls to steer Mario atop a rolling ball, for instance), but these are quarantined entirely within stand-alone stages and never intrude on the basic run-and-jump action.

    [Click the image above to check out all Super Mario Galaxy screens.]

    The streamlined controls are more than simply a reaction to the overbearing interfaces common in modern platformers, too. They're born of necessity, as the worlds Mario travels through really are literal worlds, tiny planetoids scattered throughout more than a dozen different galaxies, and this lends Galaxy's platform gameplay a feel unlike any game before. How many times have you been able to take a running leap that sends you flying so far that you circle a planet's circumference a few times before landing? How often has a game let you jump into the air only to land on the surface of a different world altogether? How many times have you found yourself scurrying about a platform and dodging half a dozen hazards while ducking for power-ups and negotiating rapidly fluctuating gravity? Galaxy constantly tosses you into these situations, and it does so in a completely casual manner that makes them feel like a natural extension of its Mario 64-derived gameplay. And at times, you probably won't even realize how off-the-wall its level design actually is until you stop to consider how fresh it all feels. You've never done these things before in a videogame, but Galaxy makes even the wildest challenge feel almost second nature. Its subtle, intelligent visual design deserves much of the credit for easing players into the unfamiliar; everything you can do (and must do) is indicated by the shapes of platforms, by the placement of telltale shadows on the ground, or by NPCs pantomiming your actions. Only in the latter half of the game does the design falter -- a copy-and-paste level here, too much doodad collecting there, all topped off with a mind-bending final level that might be a bit too demanding for neophyte players who cut their teeth on Nintendogs and Brain Age.
    Galaxy demonstrates the difference between a good game and a great game: attention to detail and reliable, consistent game rules. The worlds you'll visit in the course of collecting the game's 120 Stars frequently challenge the assumptions you take for granted when you play a platformer, but the new rules that come into play always operate consistently within their context. There are no "gotcha" moments, no cheap sections of memorization, even in the most challenging special stages. Intuition, logic, and reactions will win the day. Excellent reactions, mind you -- Galaxy is unforgiving at times, like the best classic Mario games. Anyone can beat Galaxy with enough persistence, but complete mastery of the game demands genuine skill.

    [Click the image above to check out all Super Mario Galaxy screens.]

    Given the Wii's limitations, Galaxy's visuals are absolutely impressive -- especially when you notice that you can look around and see all of a galaxy's planets at once. Still, gamers with HD sets will find themselves wishing the Wii could output at a higher resolution, if only to make the bright, colorful graphics look that much cleaner. It fares even better on the audio front; aside from an abundance of too-chirpy sound effects, Galaxy will leave your ears dazzled. The music ranges from great to amazing, without a false note to be heard. The orchestrated themes are as vast and majestic as befits a game that spans the universe, and the sly interweaving of dynamic sound and classic motifs creates a soundscape that is quintessentially Mario yet uncharacteristically sophisticated.
    In Galaxy, Nintendo finally makes good on its grand ambition this generation (with only a few small snags): to create a game that anyone can play, but laden with enough depth and intricacy to satisfy its hardcore fans. Galaxy's hub-based design offers much more flexibility than its predecessors; at any given time, a dozen or more new levels may be accessible, including plenty of tricky alternate stages that offer races and time attacks or that challenge Mario to survive massive boss encounters with a single point of health. The levels themselves are designed to be approached however you like, too -- those who prefer to take their time and explore will frequently find themselves rewarded when they stumble upon unexpected alternate paths leading to hidden stars. And those who like to "break" games or perfect speed runs will find much to love in Mario's huge repertoire of skills, power-ups, and tantalizing, just-out-of-reach platforms -- which simply beg for mastery and exploitation. Galaxy channels the spirit of Super Mario Bros. 3 in many ways -- the bite-sized stages, the vast array of specialized power-ups, the airships -- but none are as remarkable as its exhilarating sense of freedom.

    [Click the image above to check out all Super Mario Galaxy screens.]

    In short, Galaxy is one of the most impressive, engrossing games in recent memory -- and quite the contrast to the rest of this year's triple-A gaming crop, which tends toward the dark, the M-rated, and the first-person perspective. Gaming may be growing up (per se), but gamers will always appreciate beautifully polished gameplay and inventive design...even if it's sugarcoated with squeaky baby stars and a goofy cartoon of a hero. Galaxy proves that Mario matters just as much today as he did 25 years ago, and that makes him one of a kind in this medium. But don't play Galaxy simply because Mario is the timeless godfather of gaming. No, play Galaxy because it's fantastic
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  14. #29
    wii the one next gen Avatar de lucentumm1
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    Predeterminado Re: MARIO: lo que debemos saber.

    otro 10 mas , esta vez eurogamer


    Super Mario Galaxy is an embarrassment. It's an embarrassment for platform games. It's an embarrassment for adventure games. It's an embarrassment for Nintendo and an embarrassment for the Wii. What have we all been playing at in the ten years since Super Mario 64 came out? This is what gaming ought to be like.
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    Bright, bold, unrepentantly loony, Galaxy is everything you wanted it to be. It's beautiful and inventive. It's pure-blood Mario without being a retro indulgence. It's a stiff platforming challenge and a free-wheeling romp. It's the best thing on Wii, and the best traditional game Nintendo has made in a decade. The only thing about it which dulls your enjoyment is the memory of all the mediocre games you've had to play in the meantime.
    But after more than a year of puzzling over screenshots and pouring over previews, you're still probably at a bit of a loss about what on earth Mario Galaxy is actually all about, so here's a basic guide: it's Super Mario 64. Strip it back to basics, and what you find - those controls, that level structure - is the same blueprint. Forget that the castle is now a spaceship, forget that there's no longer an attack button, forget that Mario doesn't dream of spaghetti any more, this is a straightforward spiritual successor to the N64 classic. The controls are as tight and fluid as you remember, even though they're now split up over the Remote and Nunchuk. The sense of wonder and exploration is as mind-blowing as you remember, even if the setting is wildly different. The game remains the same: you'll go into each world, hunt out stars, unlock new areas, tackle Bowser and rescue Peach, dodging Thwomps, squashing Goombas and flicking switches along the way.
    Bowser, after years as a comedy villain, is back to his scaly, scabrous best.

    So if you've done all this before, and Mario's done all this before, why should you care? Peach, perhaps realising that Mario's motivation may be flagging a bit after all these years, knows she needs to up the ante: 'Come to the castle,' she instructs. 'There's something I want to give you.' No coy references to cake here, just a pretty straightforward promise that she's ready to deliver what he's spent years waiting for. And if Peach knows what Mario wants, then Galaxy knows what you want, too. 'Yay, you're here!' squeals a Toad the second you arrive in the game, just as your brain squeals exactly the same thing. A few minutes later, after a not-so-great-but-really-who-cares cut-scene, it happens all over again. 'Now go and explore the universe,' you're told, just as the itch to go explore the universe becomes unbearable.
    And it's the right word. Galaxy gives you a universe. Nothing is rationed here - not ideas, not space, not colour. Levels spin off into infinity, whole planets are built just for the sake of one joke or one puzzle. To describe any of them in detail would be to rob you of the hoots of delight and the whimpers of trepidation that will squeeze out of you when you see them for the first time, but the level names tell you all - there's the dusty and the gusty, the freezeflame and the flipswich. You'll drip drop to a sling pod, hurry scurry to a sweet sweet, loopdeloop to a deep, dark, melty molten space junk toy time. It's a whole new language of impossible, unstoppable delights.
    The pure platforming levels are often spiced up with arrows which flip the direction of gravity. This, terrifyingly, is one of the simpler examples.

    Where's the sky? Where's the ground? Dimensions come and go as the game slips in and out of 3D and 2D with little warning and no reservations. Gravity flips and switches - on, off, one way then another way. It would be the game most guaranteed to give you vertigo, if at any point you had any clear idea which way down was. Instead, you just follow the fun, chasing star trails and distant glimmers across oceans of empty sky. Levels form and dissolve under your feet, rotating and revolving. Somehow, through it all, the camera doesn't break sweat. And somehow, through it all, you're never lost and never confused. If you've seen Fred Astaire dance on the ceiling in Royal Wedding, or Jamiroquai sliding into Virtual Insanity, then you're well prepared for Mario's new galaxy. You may also want to schedule another lap of Portal's mind-benders, just to be sure you're warmed-up for his total disregard for the recognised rules of physics. You'll blow bubbles, de-louse giant bees, race rays, skate through the stars, climb towers that don't exist and battle giant robots, all without a second thought.
    Mario can simply jump from one smaller planet to another, relying on gravity to suck him in to land.

    It's simply an explosion of inventiveness - a total rejection of the cookie-cutter. There's almost no way of knowing when you go into a level what it's going to look like, what you'll need to do, or how long it will take. One star will be a cheeky diversion, the next a five-stage epic of delight and adventure. The abolition of standard tasks - particularly coin collecting in all its various red, blue and normal guises - means that the visual inventiveness is matched with mission design ingenuity. There are still things to collect, and bosses to beat, castles to scale and wrecks to dive, but the majority of the game's 120 stars feel like self-contained adventures, tiny labours of love full of detail and delight. Such is the game's flair and freshness that even the boss battles, of which there are many, are a joy - funny, spectacular, fair and unpredictable. Bowser, despite being reincarnated in his full monstrous glory, only just manages to hold his own.
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  15. #30
    wii the one next gen Avatar de lucentumm1
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    Predeterminado Re: MARIO: lo que debemos saber.

    Each dome - a room on the starship which forms the game's main hub - contains a handful of galaxies. Some of these will be major levels, where you'll hunt for three main stars, a hidden star and a 'comet' star. Some will be one-shot levels - a race or a stand-alone puzzle, say. Finally, there'll be a Bowser level, back in full fiendish force, Mario 64 style. The new 'comet' stars are the perfect example of the Galaxy team refusing to take the easy way out in getting the most from the worlds they have created. At any given time, a variety of comets will be in orbit around particular galaxies. These prevent you accessing the normal stars, and instead present you with a specific challenge - race a cosmic double, Shadow Mario style; face a boss with only one hit point; re-do a level with all enemies and platforms speeded up. Rather than just recycling the same content, these are well-judged tasks which emphasise the strengths of specific levels' designs.
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    Each if those levels may be anything from cluster of tiny planets to a grandiose ship in a bottle, but either way there are a number of stars to collect, and what star you go 'in' on can, as you'd expect, affect the set-up of the world when you arrive. Secret stars are tucked away, rewarding those who are curious enough to see where that distant pipe goes, or disciplined enough to hoard Star Bits in case they meet any hungry bonus stars. The game is as aggressively non-linear as Mario 64 was, guaranteeing that you always have a wide variety of levels open at any one time, and uses comet challenges and hints from a perennially lost Luigi to encourage you to go back and milk additional stars from completed galaxies. And, with Trial Galaxies to unlock, and taxing high-score challenges to be met and bragged about via the Wii message board (you can take photos of your star tally and scores), Galaxy is going to be a game which is as generous with its time as it is with its space.
    There are old friends scattered throughout the galaxies, although not as you might expect

    So far, so sweet. But does it matter that it's on the Wii? The basic controls certainly don't rely on anything the N64 couldn't deliver, but the two main additions do bring the remote into every aspect of the game. The first is your attack, a spin move which is triggered by a sharp, neat shake of the Remote. This is a nice instinctive touch, although it may take you a little time to adjust to the second or so cool-off time before you can unleash follow-up spin. The second is the requirement to use the Remote as a pointer to sweep up Star Bits, the game's secondary currency. While coins still operate as health, and represent your high-score for each level, Star Bits act as 1-Ups, and are crucial for unlocking hidden galaxies. Collecting them, particularly as Mario soars through the sky from a space-cannon or slingshot is narcotically satisfying, whether it's you or a second player that's doing the honours. The Remote also works wonderfully for activating the Pull-Stars, little handholds in the sky which tractor Mario towards them. Less successful are the rarer one-off modes, which see you doing things like steering a jet-ski-like ray fish by tilting the controller left and right. These come perilously close to feeling tacked on, and add little compared to simply steering with the analogue stick.
    This Monkey Ball inspired level is one of the better uses of the Remote's motion sensing capabilities.

    These mild annoyances with the control are the worst of the small niggles that let Galaxy down. With the health power meter now reduced from six sections to three, experimenting with new enemies and tactics can be a little fraught - try the wrong thing twice in a row and you're in immediately danger of dying. Thankfully, generous restart points, an abundance of 1-Ups from Star Bits and regular gifts of extra lives from Peach mean that there's really no reason to see the Game Over screen at any point in the 15-20 hours it will take you to finish the game's initial story arc.
    More disappointing is the lack of a strong sense of identity. Many individual levels are dazzling and unforgettable, but overall the game can feel a bit fragmented. The starship in particular doesn't offer the kind of playground freedom that you want in a Mario hub area - you're never going to feel like it's home, the way Mario 64's castle still does to those of us who are hoping to go there when we die. That slight incoherence is also evident when the balance starts to tip a little too close to adventure game and a little too far from platformer. It just doesn't feel right to have Mario lighting torches to open locked doors - Link's agents are surely planning to sue. The extra costumes and cap equivalents also feel a little flimsy in their implementation - no matter how adorable Mario's fat little bee booty is, these elements just don't feel well integrated into the main game.
    Mario's most entertaining power-up is the spring suit, which launches him high into the air.

    The great challenge in making a follow-up to Mario 64 was always that to do it justice, you'd have to make a game which is as much its own as Mario 64 was. That's no easy task when you also have to integrate the traditions of two decades of Mario games and the expectations of millions of fans. Sunshine, despite its dazzle, ultimately collapsed under that weight, becoming repetitive and sometimes cumbersome as it tried to find the balance. Where Galaxy matches Mario 64 is not quite in its quality of execution - alongside the brilliance of some stars are others which fall a bit flat, and there isn't the overall sense of implacable perfection that that game had - but in its confidence and originality. Another decade needs to go by before we'll know whether it will come to be as revered as 64 did. For now, all that matters is that the waiting is finally over.
    10/10




    cuanto 10.
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