Friday, May 16, 2025

Ranking The Galaxies In Super Mario Galaxy 2

In my last post, I ranked all of the galaxies in the first Super Mario Galaxy game. This time, I'm going to tackle the sequel, Super Mario Galaxy 2. If the first game was already a near endless stream of creativity, Galaxy 2 takes things up a notch with some of the most inventive back-to-back levels I've ever seen in a 3D platformer. Tons upon tons upon tons of awesome items, fun gimmicks, memorable setpieces, and unique galaxy designs that simply stick with you. And while it may be lighter in tone than its predecessor, it manages to serve as an optimistic compliment to the first game in a way I find equally touching. As far as I'm concerned, Galaxy 2 absolutely rivals its predecessor in terms of quality, and even exceeds it in some areas.

Unlike the first game, Galaxy 2 doesn't really have main or side galaxies. Every galaxy in the game has either two or three Stars, meaning they're all around the same size and I can actually group them all on the same list. So without further ado, let's get to ranking the galaxies in Super Mario Galaxy 2:

49. Stone Cyclone Galaxy
Yeah, this galaxy kinda blows. It's easily my least favorite in Galaxy 2, maybe even my least favorite across both games. I love the stone cyclone in Galaxy 1 but having to play through it again with the hazards at 3x speed instead of 2x speed is just kinda irritating. Sure, having the time stop buttons are cool but they're not very plentiful, and the comet just removes them entirely. No matter how you slice it, you're gonna have to be waiting for Thwomps and Tox Boxes as they zip around the planet, with several of the shortcuts in the first game also just being flat-out removed. So Stone Cyclone Galaxy isn't just a lazy asset flip, it's also less fun than it was in the original game.

48. Bowser Jr's Fiery Flotilla
Bowser Jr's Fiery Flotilla immediately makes a strong impression than the Bowser Jr levels in Galaxy 1, being a decent chunk longer with more interesting planetoids to navigate in the build-up to the boss. Unfortunately, what holds Fiery Flotilla back for me is the boss itself. I'm just not that much of a Gobblegut fan. Despite his cool design, his sheer size means he's constantly blocking the camera making it hard to judge where he is in relation to Mario, and having to get up close to hit his bulges can make it really easy to accidentally get hit by contact damage. I've played this fight enough that I don't exactly find it hard, but I still find it really annoying and unfun, and unfortunately, you have to fight Gobblegut again under a time limit for this galaxy's comet. So yeah, not really a fan.

47. Wild Glide Galaxy
Fluzzard is probably my least favorite of the motion control gimmicks across both games not because he controls especially poorly, but because of how sluggish it is. While a later galaxy does a much better job at keeping up the pace, Wild Glide Galaxy is a really lackadaisical first Fluzzard galaxy with some pretty scenery and music, but fairly dull level design. Passing through the gates and collecting the Comet Medal, along with beating the race, also just require a lot of precision that can get pretty annoying if you keep messing up. Overall, just not a galaxy I find super exciting.

46. Twisty Trials Galaxy
So in normal circumstances, I would absolutely love Twisty Trials. I've always adored the bonus areas in Sunshine so bringing one of them back for Galaxy 2 felt like such a cool throwback... but why did it have to be this one? Sunshine and Galaxy 2 have very different slope physics and it shows because it's very easy to slip off of what seems like a completely flat surface, and once Mario enters his sliding animation, there's no saving yourself. And then the comet makes you beat it with the rotating platforms at double speed? Yeah, no wonder Nintendo felt they needed to give you a Cloud Flower and a Yoshi to get through this one.

45. Chompworks Galaxy
Chompworks frustrates me so much because the first star is so good. We didn't really have a pure factory-themed level in Galaxy 1, and manipulating platforms to guide rolling Chain Chomps to the goal is just a really fun and creative premise. Unfortunately, the other two missions are pretty rough. Star 2 is mostly repurposed content that you have to traverse using the Spring Mushroom. I praised Toy Time for using that item well, but it feels so useless here that I genuinely think it's easier to just use normal Mario and skip the spring entirely. And then there's that ungodly comet, forcing you to slowly guide a Chain Chomp to the goal... but with a long line of Cosmic Clones chasing after you. I almost respect how cruel it is, but that doesn't make it fun. 

44. Battle Belt Galaxy
I feel like a lot of people really seem to despise Battle Belt Galaxy for being an enemy rush, but I don't know, I always kinda liked it. The small planetoids and wide variety of enemies from across both games keeps the whole stage feeling breezy without getting stale. There's Fire Flowers, Silver Chomps, antigravity sections, taking out Boos with a shell underwater, it's just a good time. And while I wish the daredevil comet did a bit more to change things up, maybe toss in a few different enemies, it's a solid challenge that encourages you to take enemies out as efficiently and safely as possible. The problem, as you can probably expect, is the secret star where you have to fight Fiery Gobblegut. I love Fiery Dino Piranha, it's fun to see the first boss get such a glow-up in difficulty, but he still feels like a fair challenge. Fiery Gobblegut takes everything I didn't like about the original fight and amplifies it with even more hazards to deal with and less space to move around in. Like with Chompworks' comet, it's one of my least favorite missions in the game and it drags down this galaxy hard.

43. Boulder Bowl Galaxy
Boulder Bowl Galaxy is a fairly middling galaxy carried by a few strong aspects. The Rock Mushroom is a ridiculously fun item to mess around with, and while most of the planets are just enemy rushes, the item at least makes it pretty fun. Similarly, the romp comet is one of my favorites solely because of how fun the Rock Mushroom is. I also think Rollodillo is a pretty fun and dynamic boss, and carries that main star even more. That being said, as I mentioned, most of the planets you visit are pretty bland, and the Goomba guiding quest isn't especially fun.

42. Flash Black Galaxy
Flash Black's main mission is decently solid, it explores the Blimp Fruit quite well and the haunted mansion setting helps it stand out among the other more basic Hungry Luma galaxies. But I don't think the gimmick of the platforms lighting up every few seconds is especially interesting either, especially in that aforementioned Blimp section where it's hardly noticeable. This galaxy also has easily my least favorite of the romp comets since the lack of any powerups aside from a very late Yoshi egg means it doesn't feel like nearly as much of a power trip as the others do.

 41. Mario Squared Galaxy
This is the other big Mario Galaxy 1 asset flip, but I don't find this one nearly as bad as Stone Cyclone. While the main star is just a pretty basic reprisal of Mario Meets Mario, the comet brings us an even harder version of Luigi's Purple Coins. The time limit is stricter, you have to get exactly 100 coins, and now there's Cosmic Clones chasing you, but it still manages to feel pretty fair and rewarding to beat. I'd be more mad at how lazy of a galaxy Mario Squared is, but I'd say it was worth it for the Luigi's Purple Coins sequel.

40. Beat Block Galaxy
Beat Block Galaxy is most infamous for introducing the rhythm-based beat-block platforms which pretty much every 3D Mario game would proceed to use from that point onwards. But despite the really cool mechanic, this is just a pretty basic platforming gauntlet with nothing interesting in terms of aesthetics or visuals. As a matter of fact, it's so basic that I actually prefer the double time comet to the main star because it actually expands upon the level design and adds an extra layer of challenge. This is a fine galaxy that I enjoy playing through, but it just doesn't have the depth of most of the others in the game.

39. Upside Dizzy Galaxy
Upside Dizzy is the sequel galaxy to Rightside Down, mostly being a 2D platforming gauntlet centered around flipping gravity. But while there are a few unique setpieces like the gravity changing on a timer, Upside Dizzy generally feels less fast-paced and varied than its World 1 counterpart. Not to mention, this galaxy also has the second Fire Flower crate minigame. These are basically Galaxy 2's version of the Bob-Omb garbage minigame and while they are a lot more manageable and a lot less frustrating, they can still be pretty tough with how tight the timer is in this one specifically. Overall, Upside Dizzy is good but it just feels like a worse Rightside Down in pretty much every way.

38. Flip Swap Galaxy
Very similarly to Beat Block Galaxy, Flip Swap Galaxy introduces the flip-swap platforms which would proceed to become a series mainstay. While once again, this galaxy is fairly basic in terms of its level design, it does have a bit of a stronger sense of atmosphere along with a really fun Purple Coin comet that adds a nice sense of urgency and very basic exploration. So while Flip Swap still feels like a basic obstacle course at the end of the day, I do think it's a slightly more interesting obstacle course than Beat Block Galaxy.

37. Flip Out Galaxy
Flip Out Galaxy is the sequel to Flip Swap, and being a World S galaxy, it is a lot more involved and challenging. Instead of platforms shifting when you spin, its the walls themselves which make for some fun wall-jump/spin-jump chains especially near the end. The Cosmic Clones comet is also a decent challenge, not too hard but it puts a bit more pressure on you to perform well. My big gripe with Flip Out though is just how visually bland it is. The basic grey castle-look of most of these planets just isn't that interesting to me and holds this galaxy back quite a bit for me.

36. Boss Blitz Galaxy
Sorry, my Galaxy 1 bias is too strong. I know Nintendo literally just plucked some bosses from the first game and plopped them back to back, but like, most of these bosses are really good? I'm not gonna pass up the chance to fight Bouldergeist and Fiery Dino Piranha again. And the addition of a time trial comet does add an interesting extra layer to things as you now need to think about how to most efficiently take out each boss. For the Dino Piranhas and King Kaliente, this is really fun, and I was even able to get better at handling Major Burrows. But despite him being one of my favorite bosses in all of Mario, Bouldergeist is not at all equipped for speedrunning since his moveset is just pure RNG. So between that issue and the general feeling of unoriginality, I still can't put Boss Blitz too high, but just know that I still really enjoyed my time with this galaxy.

35. Bowser Jr's Fearsome Fleet
In the grand scheme of things, the stage side of Bowser Jr's Fearsome Fleet is mostly an autoscroller where you ride on moving platform, but Bullet Bills and airships come at you fast enough that there aren't many moments where you're just sitting around doing nothing. And unlike the first Bowser Jr stage, the boss is fantastic. Megahammer is such a cool fight boasting like three different phases and a wide variety of attacks, and being able to shoot Bullet Bills right at Bowser Jr's cockpit is really fun and satisfying. 

34. Honeyhop Galaxy
Honeyhop Galaxy is mostly just a retread of Honeyhive from the first game, not really doing anything new, but it's still a well-crafted galaxy. The first planet is a more linear platforming gauntlet testing you on the Bee Mushroom, while the second planet is a wide open section that you need to search for Silver Stars. I like how you don't need the Bee Mushroom in the second half, and there are advantages and disadvantages to going without one. The other star is a Chimp score challenge and it's fine, though it's not quite as fun as the one in Fluffy Bluff with how few enemy chains there are.

33. Bowser's Lava Lair
While it's not quite as gravity bending or visually-exciting as the first game's Star Reactor, this is still a more than solid first Bowser's Castle with a nice variety of hazards ranging from cylindrical lava-filled planets, to Whomps, to flipping platform tiles, to snake blocks, to Mattermouths. However, I don't think Lava Lair really does much to wow me either especially compared to the other two Bowser's Castles in 2, and the lengthy speedrun comet is also just really exhausting to go through.

32. Haunty Halls Galaxy
Haunty Halls Galaxy is far and away one of the most strictly linear and visually simplistic galaxies in the game, which does hold it back a fair bit for me, but at least the missions are generally pretty good. A Glimmer Of Bulb Berry is actually one of my favorite stars in the game for its tense platforming on moving walkways and the introduction of the very cool Bulb Berry powerup for Yoshi. The other two missions aren't nearly as strong, both being really short and easy, but they still have a few memorable moments like the giant Boo chase in Star 2.

31. Sky Station Galaxy
While Good Egg Galaxy is easily one of my favorite galaxies in the first game, I'm sad to say that Sky Station isn't nearly as standout as a first level. It's a lot brighter and more visually-consistent than Good Egg, arguably to a fault, but I still think it has a solid amount of memorable planets. Peewee Piranha is a fun first boss fight, the speedrun is automatically way better than any of the ones in Galaxy 1, and I especially like the second mission which has you dodging Banzai Bills and traversing more militaristic planets. It's a good first galaxy, just not especially memorable.

30. Freezy Flake Galaxy
Freezy Flake Galaxy is a very standard snow level that doesn't do anything wrong and has a solid amount of memorable moments, but also doesn't do anything super extraordinary either. Bowser On Ice has the cool lava/ice bit at the end, Sorbetti's Chilly Reception has a neat fog section and a decent boss that I've actually grown to appreciate more over time, and the Chimp's ice skating challenges are always a blast, but the central planet that you'll repeatedly have to scour isn't super memorable or exciting to navigate. I do like the comfy, chill music though, it really helps make this a fairly comfortable galaxy to go through even if it doesn't do much that I'd consider super stellar. 

29. Spin Dig Galaxy
Spin Dig Galaxy is just solid all around, boasting two good but not especially remarkable missions that aim to fully flesh out the new Spin Drill item. The first star focuses on 3D traversal as you drill through planets and use spatial reasoning to figure out where you're going to end up, and the second star focuses on 2D traversal as you need to precisely aim your drill to collect Silver Stars and dodge obstacles. I also really love the fight against Digga Leg, a fun way to repurpose Megaleg's design while also being a unique and fun boss in its own right. However, I still don't think Spin Dig is especially remarkable as a galaxy, and visually, I think the construction look is a bit bland.

28. Flipsville Galaxy
Flipsville is another one of those galaxies with a really strong first star. The surreal floating multi-gravity town setting is so unique and strange, and the first mission takes really great advantage of it. I love how you can take a whole bunch of shortcuts with walljumps, skipping the gravity mechanics entirely at points, and the boss fight is quite fun if a bit easy. Sadly, the other two stars revolve around navigating these gravity fields using the Spin Drill instead. I like the spin drill, it can be really fun, but the fact that it restricts your movement really shows here, especially in the tense Purple Coin comet that has you doing awkward sideflips to get all of them.

27. Boo Moon Galaxy
Boo Moon Galaxy is a generally more involved ghost level than Haunty Halls was with far more complex and varied stars. The first mission has a variety of really surreal setpieces, from navigating a dark maze filled with library shelves that shift around, to collecting Star Bits on the moon, to traversing a planet that functions like a pop-up book. The second mission brings back the Boo Mushroom and makes you actually do some tight platforming with it, even if that final vertical climb is pretty frustrating. And the secret star is wonderfully cruel as it makes you go past a Launch Star and navigate a ridiculously fast snake block course. There's a lot going on here and it makes for a compelling, if occasionally irritating, galaxy.

26. Puzzle Plank Galaxy
Man, I really wanted to put Puzzle Plank higher up because its main star is fantastic. The premise of platforming across wooden platforms that are being cut by buzzsaws is insanely creative, and combined with the fun ground-pound puzzles and bopping music, it's not hard to see why this galaxy is a big fan favorite. Sadly, the side stars are not that great. The rematch against Bugaboom is neat but the Hungry Luma requirement to reach it is ridiculously tight for no reason, and the Purple Coin/Cosmic Clone comet is simplistic and kinda boring.

25. Tall Trunk Galaxy
Tall Trunk has two really strong main stars, and an absolute bitch of a comet. The first star focuses around using Blimp Yoshi in a variety of ways, from climbing up trees to traversing looping 2D sections, making for some really fun movement puzzles. The second star is an antigravity slide throwing back to Super Mario 64 and it's similarly really fun, though the sliding controls in Galaxy aren't nearly as refined as they are in 64. That's not a huge issue for Star 2, but it is a frustrating crutch when you need to precisely collect Purple Coins on the slide for that comet. At least the Whittles are really cute, though.

24. Yoshi Star Galaxy
Once again, Yoshi Star Galaxy has two great main stars and a weaker comet, though not as extreme as Tall Trunk. The first star is a great introduction to Yoshi with a nice blend of exploration, vertical platforming, and even a fun cameo from one of Good Egg's most iconic planets. The second star further fleshes Yoshi out by introducing Lakitus and Spinies, culminating in a really solid boss fight against Giga Lakitu. The romp comet is a bit basic and mediocre, but at least it's quick and easy enough that it doesn't get outwardly annoying like Tall Trunk's comet. Overall, this is just a really solid galaxy with a fun, happy vibe to it.

23. Bowser's Gravity Gauntlet
Now this is a bit more of what I was hoping for from Lava Lair. Gravity Gauntlet feels like far more of a rollercoaster of a Bowser stage, twisting around in all directions as you deal with fire bars, lava bubbles, and Whomps alike. It can be a bit of a genuine challenge to grapple with the level's many gravity shifts, and you're constantly being sent from setpiece to setpiece. And on top of that, I think this is my favorite speedrun comet out of the Bowser stages since some of the timers are out of reach forcing you to do tight platforming to get them. Just a great Bowser level all around, even if it feels like the shortest of the three.

22. Rightside Down Galaxy
Anti-gravity levels in Mario Galaxy are always a good time so this galaxy being entirely focused on the concept was always going to be a bit of a hit with me. Breaking The Laws Of Gravity is one of my favorite stars in the game for its fun 2D platforming and gravity puzzles, with the highlight being a sudden top-down 3D section that just hits you out of nowhere. However, the other star is the first of the two Fire Flower crate minigames. As I mentioned, I don't think these are as bad as the Bob-Omb Garbage minigames and this first iteration is actually decently fun, but it still holds back Rightside Down from ranking a lot higher.

21. Fluffy Bluff Galaxy
Fluffy Bluff makes for a great introduction to the Cloud Flower, boasting some pretty large planets where you can mess around with your new item. The opening area in particular is pretty large and is put to good use in both the Chimp's Challenge star and the secret star which has you scouring for 100 coins. The sweeping music and gorgeous scenery only further amplify the sheer scale and sense of freedom this galaxy offers, with my only major gripe simply being that I think another galaxy does most of this even better.

20. Bowser Jr's Boom Bunker
This might be the best Bowser Jr stage across both games, it's just great. The build-up to the boss is genuinely varied and challenging, utilizing cannons, Bullet Bill navigation, and tricky Cloud Flower platforming. The sense of atmosphere is impeccable, with spotlights all over the place and multi-colored planetoids giving a flashy, dark carnival vibe. And the fight against the Boomsday Machine rivals Megaleg in terms of pure scale and definitely stands out as one of the best bosses in the duology. And on top of all of that, the brutal Daredevil Star also stands out as a series highlight for making you do the entire stage plus the boss in one hit, along with an exclusive planet just to throw you off guard. While I wish the main star was just a bit longer, otherwise, this is everything a good Bowser Jr stage should be. Crazy how we're only in the Top 20 and I already have nothing but good things to say about these galaxies.

19. Honeybloom Galaxy
Honeybloom is my favorite usage of the Bee Mushroom in either game, being a fun and surprisingly lengthy platforming gauntlet that floods you with cool new mechanics. Bouncing across grape balls, using swings and poles, dodging Fuzzies, hopping across Mario-eating plants, there's a lot crammed into such a seemingly simple galaxy. The secret star is admittedly not the hardest to find, but at least it requires a decently technical jump and I do appreciate how pure it is. Overall, a very fun Hungry Luma galaxy, and it's one of the game's best spots for Starbit grinding to boot.

18. Supermassive Galaxy
Supermassive Galaxy's main star has always been one of my favorites, taking the fun "Giant Land" concept from Super Mario Bros 3 and converting it to 3D excellently. Giant Piranha Plants, giant Thwomps, giant Wigglers, Supermassive really runs with the premise and offers a ton of varied hazards to deal with. The other two missions are alright. The speedrun is fine enough but the lack of anything new to deal with puts it behind some of the other speedrun comets, and while covering that one planet with flowers is really satisfying, it doesn't exactly make for a super engaging secret star. But still, the galaxy as a whole is fun enough that I think that main mission is enough to carry it this far up the list.

17. Slipsand Galaxy
Slipsand Galaxy is just a really good challenge, each of its three stars is engaging. The first star has that iconic slide that keeps getting smaller as it goes on, along with a surprisingly complex fight against Squizzard that also makes for a great Daredevil comet. The second star is almost as strong with a fun gravity-bending 2D section and a genuinely difficult but still totally fair throwback to the sandbird in Mario Sunshine. Tossing in that Silver Chomp at the very end is such a gloriously evil move and I love it. The great music and atmosphere also does a lot to help this desert stage stand out far more compared to Dusty Dune in Galaxy 1.

16. Throwback Galaxy
Yeah, yeah, you can't say I'm not immune to fanservice. Throwback Galaxy is literally just Whomp's Fortress placed into Galaxy 2's engine, and it's as fun to explore as ever. The music is a lot livelier and more triumphant than the other and the low difficulty helps this level feel like a breather in the midst of World 6, but the stormy background still reminds you that you're in the final stretch. The twist of the Whomp King being underneath the fortress is pretty fun, and the second silver star mission does a nice job of recreating SM64's more explorative structure. My only gripe here is that the speedrun comet, while fun to route, is pretty easy and doesn't really add anything new. In general, the missions aren't the most interesting out there, it's the central planet that carries this galaxy.

15. Cosmic Cove Galaxy
Despite the nerfs to the swimming mechanics, I think Galaxy 2 easily has the better water/beach stages compared to its predecessor both in terms of atmosphere and music, and mission design. Cosmic Cove is easily one of the most gorgeous settings in the game, and both missions have something cool to offer, between Star 1's show-stopping moment where you freeze all the water in the stage and iceskate around on it, and Star 2's fun 2D swimming platforming gauntlets in the sky. While none of Cosmic Cove's stars rank among my absolute favorites in the game, they are all really consistently strong.

14. Rolling Coaster Galaxy
Easily the best non-Grandmaster galaxy in World S, Rolling Coaster is a very fun homage to Rainbow Road, but this time it's a long slide that you traverse with the Star Ball. This is actually a match made in heaven as while I criticized the Tall Trunk slide for its controls, the Star Ball gives you a lot more precision and a far more exhilirating sense of speed. This is easily the fastest you get to go with the Star Ball and it's an absolute blast. The Purple Coin comet is also a really fun challenge, a lot tighter than the one in Tall Trunk, but as I said, you're given a lot more control so it still feels totally fair.

13. Sweet Mystery Galaxy
Sweet Mystery Galaxy not only brings back the charming candy theming that was used sporadically in the first game, but it also further fleshes out the Bulb Berry powerup by having you deal with moving platforms, hidden paths, and larger branching areas. And beyond just the fun gameplay and theming, the chill and spacey atmosphere elevates Sweet Mystery far above the other Hungry Luma galaxies like Flip Swap and Beat Block. The comet is also notable for being a rare Purple Coin comet that gives you infinite time which further amplifies this galaxy's chill vibes.

12. Fleet Glide Galaxy
Fleet Glide Galaxy dramatically improves on Wild Glide in terms of pacing, it tosses way more hazards at you way faster, and it's on a strictly downward slope so you hardly ever have to stop diving. The premise of flying through the inside of an aircraft as it's falling apart, dodging debris and ducking under closing gateways, is ridiculously cool as well and is pretty much everything I want from Dreadnought in the first game. Add in some of the best music in the game and you get an extremely memorable Hungry Luma galaxy. There's still a race but oddly enough, it's way easier than the one in Wild Glide, though I like that it has more hazards to dodge than the normal star. Overall, Fleet Glide is just a Fluzzard level done right.

11. Grandmaster Galaxy
Ah, Grandmaster Galaxy. Yet another series staple that Galaxy 2 would introduce, the final postgame gauntlet. This is a solid test of everything you've learned throughout the game, testing your skill with Yoshi, the Cloud Flower, the flip-swap platforms, the Pull Stars, and much more. While I personally prefer Champion's Road for its more unique visuals, faster pace, and greater sense of variety, this is still a really strong conclusion to the game. And then, of course, there's The Perfect Run which by my money is still the hardest Mario level of all time. The fact that most of the toughest sections are at the end of the level make it far easier to choke and way more punishing if you fail.

10. Shiverburn Galaxy
While Shiverburn does kinda feel like a knockoff of Freezeflame Galaxy at times, I think it's still pretty great on its own merits. Most of its planets are able to combine fire and ice in more creative ways than Freezeflame ever could, from a switch that can just freeze over the lava, to meteors that can create chunks in the ice, to falling ice shards that create platforms on the lava. The boss fight against Prince Pikante is one of the best in the game since it's basically just a more active King Kaliente on ice, and the romp comet is also probably my favorite of the bunch since it lets you ice-skate to take out enemies. The harder Chimp skating challenge is also quite fun, making for a solid lineup of missions in this already very creative galaxy.

9. Hightail Falls Galaxy
Hightail Falls introduces the Dash Pepper which is probably my favorite of Yoshi's powerups in this game. It feels super good to run up walls even if there's a bit of a learning curve to it, and the increasingly complex obstacle courses you'll have to deal with make the main star a treat. I also adore the SMW athletic remix, especially how frenetic it gets whenever you pick up a Dash Pepper. While the secret star is admittedly nothing to write home about, I also need to praise Hightail Falls for having one of the best comets in the game. Hightail Falls Speed Run actually changes up the level by having meteors tear up the galaxy, giving you far less room for error and making for a really solid challenge. Overall, a definite highlight in Mario Galaxy 2 that I've grown increasingly fond of the more I play it.

8. Cloudy Court Galaxy
This is the Gusty Garden Galaxy of Super Mario Galaxy 2. A visually-stunning sky-themed galaxy with breathtaking music and consistently inventive level design. The Cloud Flower is explored even more thoroughly here as this galaxy introduces fans that can push your clouds around, and there's a slew of memorable planets like those random giant instruments. The side stars are also really good. The secret star is a solid platforming challenge but once again, the highlight is the Prankster Comet. The Silver Lining is probably the best Cosmic Clone comet in the game for how it implements the Space Junk magnetic platforms and for how it allows you to farm a ton of star bits off the clones, it's super replayable and feels like it can stand on its own as a unique mission.

7. Space Storm Galaxy
Mario Galaxy 2 is never not really good, but I think it's fair to say that it picks up considerably once you hit World 5. The moment you enter Space Storm Galaxy, the atmosphere changes considerably and starts to feel more like how it did in Galaxy 2. The skyboxes are dark, the galaxies are more visibly dangerous, and the music is more intense, and nowhere is that better exemplified than in Space Storm. Both of the main missions here are fantastic. The first star has a variety of fun challenges like guiding Bob-Ombs around or navigating a tricky Pull Star section while dealing with homing shots, and the second star brings back Buoy Base Galaxy only to improve it further with a cool time slowdown mechanic. My one gripe is the secret star which has you guide a Topman to a Gearmo, but at least the Topman is near-impossible to accidentally kill which makes it less annoying than the Goomba one in Boulder Bowl. Otherwise, a really fun and atmospheric start to the game's final third.

6. Rolling Masterpiece Galaxy
As I said in my review of the first game's galaxies, I love the ball rolling mechanic. But Rolling Masterpiece Galaxy might be the best ball rolling stage across both games. It's got a creative setting in how all of the planets are based on arts and crafts, and its genuinely pretty lengthy too since there are now checkpoints. There's a Puzzle Plank-esque section with buzzsaws, the aforementioned Space Junk platforms, a bumper balls fight with a giant silver chain chomp, there's not a single dull moment but the difficulty still never spirals out of control. I also once again want to praise the speedrun comet for having an original planet, just to throw you off your guard. Rolling Masterpiece is a perfect summation of why I like these ball rolling stages so much to begin with.

5. Bowser's Galaxy Generator
As per the usual, the final Bowser's Castle is one of the game's best. Like with the first game, this is a lengthy gauntlet designed to test your skills. But where Galaxy Reactor was more of a test of platforming, this is more of a test of powerups. You'll have to use the Spin Drill, the Cloud Flower, and several of Yoshi's powerups (rip Rock Mushroom) to make it through, and there are some genuinely tricky bits like that snake block segment with the Magmaarghs. While the final fight with Bowser itself is pretty underwhelming and the finale as a whole doesn't feel as dramatic as the first game's did, I see no reason to take that away from what's otherwise a stellar final gauntlet. And of course, I thought the speedrun comet was a pretty satisfying challenge as well.

4. Slimy Spring Galaxy
Slimy Spring is the most atmospheric stage in the game, it's pure vibes over gameplay. The scenery throughout these mossy underwater caverns is gorgeous, and the sunset you see when you finally break through to the other side is drop-dead stunning. But that's not to say the gameplay isn't fun. It's a linear water stage that focuses around the Green Shell, so you're constantly being pushed forward as you deal with a variety of fun underwater hazards. The air meter is like an actual threat here since aren't many coins or bubbles to find, but it's not too present that it stops the galaxy from feeling relaxing. And to make things even better, I adore the Chimp's challenge. It's far and away the easiest one as it's filled with enemies you can easily take out and coins to grab, but it feels like a victory lap that flips the tone of the stage on its head.

3. Starshine Beach Galaxy
Starshine Beach Galaxy is a throwback to Super Mario Sunshine, and man, what a throwback. This is the first time we'd see Piantas in a 3D Mario game since Sunshine, and so much other iconography from that game is translated here. There's the Chucksters and boats but they actually work this time, there's Yoshi who gets to mess around with multiple of his own powerups, and the galaxy as a whole is easily the most open and explorative in the game. The missions are also top-notch, from scouring the planet for Silver Stars using all of Yoshi's abilities, to the fun order-of-operations you need to do to reach the top of the tower in Star 2, to that insanely fun Dash Pepper comet. I can't think of a single thing I dislike about Starshine Beach, it's just constantly fun throughout.

2. Clockwork Ruins Galaxy
Clockwork Ruins' main star is a solid contender for favorite star in the game. Each of its three main planets offers a creative and fun platforming challenge, from precariously hopping across rotating structures, to flipping the gravity towards the camera and leaving what you thought were the bounds of the planet, to a fun and lengthy vertical climb filled with a variety of hazards. Even the secret star's planet is fun as it builds on the timestop mechanic that was introduced in Space Storm. For a lot of people, the breaking point with this galaxy is the Purple Coin comet which is legitimately tough because of how easy it is to fall off. But with a generous time limit and no hazards, I actually really like Clockwork Ruins' comet and think it's a fair challenge as long as you're patient. Exploring ruins is always a fun setpiece in videogames, and all three of Clockwork Ruins' stars do an excellent job at capturing that adventurous spirit while also being an engaging challenge.

1. Melty Monster Galaxy
Wow, what a surprise, the lava level is my favorite once again. Melty Monster Galaxy has been criticized for feeling disjointed and how it feels like two galaxies in one, but I don't really care because both of those galaxies rule. The first star is another top-tier one as it introduces the iconic Magmaargh enemies that you'll have to deal with in a variety of tough platforming setpieces, along with that memorable final planet filled with Magmaws. The second star, on the other hand, is a tough but rewarding Rock Mushroom obstacle course that feels really satisfying to get right (and makes for one of the best starbit-grinding spots). Even the secret star where you play bowling with the Rock Mushroom is probably the best Chimp challenge in the game. And as per the usual for Galaxy's lava levels, the music and atmosphere is incredible throughout, perfectly setting the tone for the game's final world. So when all three of the stars are some of the best in the game, and the presentation is fantastic, it makes sense that I would hold Melty Monster up as my favorite galaxy in the game.

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