If you care to tap out sounds to the in game music, feel free. If player 1 does a good job, send them an applause sound effect. One final element that I must mention is the sound effects the co-star can play out of either player's Wiimote. Because the camera follows Mario's motions only, being aware of how player 1 will move through the level can give player 2 an advantage in planning strategies. Sit in the passenger seat of a skilled Mario player, and you'll have a considerable challenge keeping up with the action as targets move in and out of view. The changes in the co-star design make playing as player 2 more of a rail shooter or light gun type gaming experience because there's generally more to interact with. Couple these new abilities with the old abilities to SHOOT star bits and stop enemies/objects, and player 2 can be a very helpful and active part of the experience. The SPIN mechanic gives player 2 the ability to attack enemies, smash crystals, and grab checkpoint flags. Now co-star players can grab coins (yellow/purple), Life Mushrooms, and 1-Up Mushrooms and hand them off to Mario (player 1). To give player 2 more of a significant role in the cooperative experience, SPIN and GRAB mechanics were added. Now, all of Mario's moves are for player 1 preventing player 2 from being a "bad buddy" by intentionally putting Mario into danger with improperly timed jumps. The co-star player can no longer make Mario JUMP, which is a good change from SMG. These cursors don't feature the core mechanics player 1 has. Jet Force Gemini, Sin and Punishment, Zelda: Wind Waker, and Super Mario Galaxy all have co-op options where the 2nd player controls an on screen cursor. Not many have opted for subsidiary co-op roles. Many games in the last generation have innovated with co-op design. The following are some highlights of Super Mario Galaxy 2 (SMG2).
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |