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    Super Mario Galaxy 2

    Game » consists of 10 releases. Released May 23, 2010

    The first Mario sequel in over 15 years to appear on the same console as its predecessor, Mario is back in the galactic platforming game, joined by Yoshi as he explores additional planets with new mechanics, power-ups, and boss battles.

    Does SMG2 use motion controls extensively?

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    TJK

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    I seem to recall you collect stars by pointing the remote at the screen and shoot it at the enemies or the like in Super Mario Galaxy 1. Does this come back in SMG2? Is it an important ability needed for collecting all the hidden collectibles and the like? Are there other usages of motion control besides the shooting stars?

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    deactivated-601df795ee52f

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    Yeah, you point it at the stars to collect them and shoot. A quick flick makes Mario do his spin attack thing and use the shooting stars.

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    BisonHero

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    #3  Edited By BisonHero

    @tjk: Yes, they bring back the mechanic where you point at the star bits to collect them, and you can shoot them back out later by aiming and shooting with the Wii remote. You can actually almost ignore that mechanic entirely, as star bits are never necessary for any puzzle, nor are they necessary to beat any regular enemies or bosses (they're just a free stun if a particular enemy type annoys you). The only times you need them is sometimes, mid-level, you'll encounter a hungry Luma who wants, say 100 star bits, so you'll have to make sure you've collected 100 star bits by that point in the stage, and he'll unlock an alternate path for you if you feed him the appropriate amount (I'm pretty sure alternate path always leads to a hidden star).

    As Turtlebird95 points out, Mario's basic spin attack is activated by flicking the remote, but if you played SMG1 you're probably used to that.

    Aside from that, there are one or two other motion control instances. If you played the first Super Mario Galaxy, do you remember stages where Mario has to jump on top of a ball, and then roll around toward the goal? I think those return in SMG2, and in any case, those stages are controlled by the Wii remote in an upright position (like a joystick). SMG1 had those manta ray surfing levels where you steer using the Wii remote's tilt, and I believe SMG2 might swap those out for a level-type where you jump on a bird or something and steer it with motion controls. I'm fairly certain that the manta ray/bird levels account for like 2-4 stars across the entire game, and the ball rolling stages are also in the 2-4 stars range. I'd estimate that at least 110 out of 120 stars in each game are obtained doing regular ass Mario jumping and stuff.

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