Now for impressions!

The sequel obviously doesn't have that 'wow' factor the first had, such as when you first shot out of a Launch Star into the depths of space, but it constantly outdoes itself in level design and ideas. Yoshi was a much-welcomed addition, getting a much more expansive role than he did in Sunshine in that he's most definitely not water-soluble and now regains use of his elastic tongue. It's used in very creative instances and uses the Wiimote's pointer control in a manner I can't imagine can be done any better. Of particular note is the innate instinct to catch a Bullet Bill, hold it for a few moments while you reposition yourself out of harm's way, and then the big payoff of firing the living projectile into a canon, eliminating the chance of it firing more.
Galaxy 2 is brimming with such instances, big and small, that prove that the Big N can pull out all the stops when it wants to. Nintendo's first-party efforts always showcase a level of polish that most companies wish they could pull off, and Galaxy is a shining example of the company's talent focusing solely on gameplay. There's no big plot beyond the usual damsel in destress the series is known for; there's no reason for it. It plays almost as a retelling of the first game, starting very similarly and ending in a (much more) satisfying bout with Bowser. It's also more difficult than the first, which was a slight blemish on that otherwise superb game.
But the difficulty never gets in the way of the fun. The game offers tips and even an auto-pilot similar to last year's New Super Mario Bros. Wii, but the help is easily ignored if it's not needed (or wanted, for veterans such as myself) just like NSMBW. I pride myself on my Mario skills, and only ever encountered three Game Overs in the entire game, and they were all on the last Galaxy's Comet challenge. More on that shortly.
While most will just get to the end and call it a day, the Mario elite will be rewarded for their diligence. The game plainly showcases it's 120 Stars, divided into normal play Stars and Comet Stars gotten through the acquisition of a Comet Medal in each Galaxy. These are generally more challenging, though not impossible. It's after the main 120 are gotten that the game outshines it's predecessor's end-game effort.
Instead of playing as Luigi for the same 120, the game throws in Green Comets that yield Green Stars in each Galaxy, matching their normal Stars' appearance. These extra 120 Green Stars are hidden throughout each Galaxy, usually in out-of-the-way and/or hard-to-reach places. It was a real treat to hunt through each Galaxy again. I like to think of it as Nintendo's way of acknowledging us obsessive Mario fans by giving us a chance to put our skills to the test. Many of these Emerald celestrial bodies require a nuanced jump, a carefully-timed mid-air shake, or sometimes a leap of faith, though in the end it's all worth it.
Getting all 240 Stars unlocks the Grandmaster Galaxy, a compilation of gimmicks from the entire game in a showcase of true muscle memory. The main Galaxy is a good enough challenge, but it's the Comet that puts this one over the top. Called The Perfect Run, it requires a player to go through the Galaxy's obstacle courses without checkpoints and with only one health. Took me three Game Overs (haven't heard that classic tune in a while, lemme tell you!) to get it right, but I got it after around 25 times. Yes, I counted.
How hard it is, you ask? Well, IGN happens to have a skilled player at the reigns. While he chickens out (most likely for time) at the end by taking out only the necessary enemies, the point's clear. Have a look:

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