Miyamoto Says He's Solved Co-op Issue In Mario Galaxy 60
In the fourth volume of the ongoing series of interviews between Nintendo's Iwata and the Mario Galaxy team, design legend Shigeru Miyamoto puts forth the opinion that he thinks he's nailed two-player Mario. That opinion is bolstered by Japanese sales figures, which shows the plumber doing quite well for his umpteenth outing. "Miyamoto: 'For every game I worked on, there were always times when I would keep discussing the issue of two-player simultaneous gameplay, and the staff also became conscious of the challenge, so every development team kept trying hard to solve it too. Though I think that might also have been because they thought if they didn't deal with it first, I'd come in and ask how it was coming along for sure! (laughs).'" Via Kotaku.
Itsa-me dept. (Score:2, Funny)
*I'm as serious as there is a lack of sarcasm in this sentence.
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that definition sounds familiar.
Hahah
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Are...are you serious?
Here's a tip: lighten up! Life's too short.
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Note: Co-Star mode is not the main campaign... (Score:2, Informative)
Certainly not the perfect Co-op gameplay f
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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.
Re:Note: Co-Star mode is not the main campaign... (Score:5, Informative)
I bought it the day it came out here in Japan and have played through about 100 stars so far. About half of those were with a friend in the room assisting. It works so well because the assist doesn't make it game-breakingly easy and it's never necessary to have the assists, but it still makes a big difference to have someone helping out on some of the levels. The purple coin challenge for one later level comes to mind, where cannonballs are being shot out at Mario while he's standing on a moving platform and trying to collect special coins. Player 2 can freeze the cannonballs as they come out-- when done correctly it makes the level a bit easier but still very challenging, but if the projectiles are frozen at the wrong time it actually makes the level HARDER. What I do like about it is how I can invite people over to play who may not be very good at 3D platformers, and make the game a little bit easier for them (and thus a bit more fun). I think it also offsets the anxiety of having other people watch you play, and laughing at your screw-ups. That's really intimidating for many people.
What I think Miyamoto was saying was that his team developed a form of co-op that doesn't change the core mechanics of the game. You don't have two players running around the screen, fighting over the camera and interfering with each other, but they're still working together and playing the same game. That deserves quite a bit of praise, because in practice it really works quite well.
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Ryan Fenton
Summary is incorrect (Score:5, Insightful)
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So yea, it's not Mario Galaxy, but I think you're wrong. I think the Co-Op playability is great, and yes, the game would've sold strongly without it, but I think it is doing even better with it.
Yet you make the sweeping guarantee that it has "NOTHING" to do with it. By the way, even if a feature improves sales by only 5-10%, that is still a direct relationship, albeit one of a certain proportion which is less than 100%, which incidentally is a number no singl
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What you "think" to be the case has nothing to do with what the cas
Sounds perfect, not just fun (Score:5, Insightful)
This kind of co-op has at least 3 advantages:
The co-op game might not be for everyone, but for me it turned Mario Galaxy from a probable purchase into a must-have. And I'm probably not alone in this.
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No. What you "think" to be the case has nothing to do with what the case happens to be, which is tha
Co-op will help sales (Score:2)
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New Super Mario Bros sells 900,000 in the first week and lacks Co-Op.
Super Mario Galaxy sells 250,000 in the first week and has Co-Op.
Seems crazy to conclude that Galaxy is getting a whole bunch of extra sales for the Co-Op feature (which I had barely even heard about in the previews, incidentally) when its launch is less impressive than previous Mario games.
Do what now? (Score:1, Funny)
A two player mode is hard to come up with.
We thought about it.
We like what we came up with.
I can't believe they took a whole article to say that.
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We think you will like to play
With your two players
I'm not lying! (Score:4, Funny)
As an Asian, I would just like to note that that is so Asian...
Two-player co-op is new? (Score:4, Funny)
(To this day, I still sometimes catch myself thinking: "Wizard needs food -- badly.")
Re:Two-player co-op is new? (Score:4, Funny)
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RTFA is new? (Score:2)
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Ugh. Playing Gauntlet with TWO players was camera hell.
-:sigma.SB
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Yellow Wizard is about to die.
Red Warrior shot the food.
Yellow Wizard: Aaaaaah.
So... what? (Score:1)
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Re:So... what? (Score:5, Interesting)
The original Contra is one of the definitive two-player co-op games!
While they expanded on it and made it a lot better in later Contra games (Contra III: The Alien Wars and Contra: Shattered Soldier being good examples), Contra 1 was still the one that started it all.
The only potential issue was the waterfall level where you had to make sure you didn't scroll-off your partner, but that was really just one level where it was a problem. The game was designed to be two-player. One player gets spread and keeps the screen clear of little enemies, and the other gets laser and goes straight for the main goals. When you get the teamwork down, the game flows amazingly smooth.
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One player with rapid/spread could play basically forever, beating Red Falcon over and over and over without ever losing a life (since the difficulty doesn't appear to change each time).
I must have beat that sucker at least 20 times in a row on one guy, once upon a time, only stopping because I got bored rather than actually dying. Two player? Completely unneccesary.
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It's not necessary, it's just that it's fun. The game has an obvious design that is pointed towards 2-player. Sure, it's not a difficult game, but so what?
All the Contra games are great when you get into a two-player "rhythm". It's one of the only games where the teamwork actually helps you run through it easier, if you do it right. (yes, that's going from "easy" to "really easy", but again, so what?)
If you want hard, go get an "S" on Shattered Soldier
Fav 2 player (Score:4, Insightful)
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Lots and lots... (Score:4, Informative)
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I would also add Virtual Cop, Cabal (arcade), Golden Axe, Magic Sword, and Knights of the Round (arcade).
Wrong (Score:2)
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Is it really doing well? (Score:1)
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If sales drop in the next week, it's a failure. If they increase, it might end up a success.
It's also important to see how the Wii is doing. It only added about 10'000 to the sales numbers in Japan last week. People expecte
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If there are any Wiis available to be moved, that is.
We're just about a week short of the one-year anniversary of the Wii's launch in the Americas, and I have STILL NEVER SEEN THE CONSOLE IN STOCK.
Granted, I'm not one of those people who loiters in EBGames every day during my lunch break in hopes of snagging a box right off the pallet, but I am a casual gamer doing casual game shopping. Why buy a copy of Galaxy if I still can't obtain the console to play it on?
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Super Mario War (Score:2)
Who cares about rescuing Peach when you can just stomp on people's heads in teams?
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Or, for that matter, New Super Mario Bros (for DS). I believe it's only 2-player and no online play, but the multiplayer is surprisingly addictive. It's basically what the parent describes - Mario v Luigi, duking it out. In the case of DS Mario, it's for stars, but the point remains that you get to fireball, stomp, shell, etc your enemy. It's *great* fun.
-Trillian
Uhmmm (Score:1)
That's just *so* wrong!
Co-Star really Apprentice mode (Score:1)
SMG is the showfloor g
Didn't the original Mario Bros already do that? (Score:1)