Super Mario Galaxy
Super Mario Galaxy | |
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Single-player, multiplayer |
Super Mario Galaxy
Super Mario Galaxy was a critical and commercial success, hailed as one of the best games in the series and one of the
Gameplay
Premise and setting
Super Mario Galaxy is set in
The game's main
Controls
The player-character is controlled via the
Early in the game, the player learns a new ability known as the "Spin" technique, which has appeared in varying forms throughout the
Power-ups and lives
Nine
Mario's health consists of a three-piece
Multiplayer
Super Mario Galaxy has a
Plot
The centennial Star Festival is held to watch a comet in the
Upon collecting enough Power Stars, the Comet Observatory flies to the center of the universe, where Bowser is holding Peach captive. While confronting Bowser, Mario learns that he plans to rule the entire universe with Peach at his side. Mario defeats Bowser and frees Peach, but one of the galaxy's planets collapses on itself, becoming a supermassive black hole that begins consuming the entire universe. The Lumas sacrifice themselves and jump into the black hole to destroy it, causing the black hole to collapse into a singularity and the universe is recreated entirely as the singularity explodes in a huge supernova. Rosalina appears to Mario, revealing that dying stars are later reborn as new stars. When the universe is recreated, Mario awakens in the Mushroom Kingdom, which was recreated in the supernova, alongside Peach and Bowser, and he celebrates the new galaxy that has emerged in the skies. If the player collects 120 stars, Rosalina will thank the player and, with the reborn Lumas, leave aboard the Comet Observatory to travel the cosmos again.
Development
The concept for Super Mario Galaxy's gameplay originated from ideas taken from Super Mario 128, a technology demonstration shown at Nintendo Space World in 2000 to exemplify the processing power of the GameCube.[28][29] The demonstration's director (and future director of Super Mario Galaxy), Yoshiaki Koizumi, desired that one of its distinguishing features, spherical-based platforms, should be used in a future game, but was held back in belief that such a feature would be impossible for technical reasons.[30] Super Mario creator Shigeru Miyamoto suggested to work on the next large-scale Mario game after Nintendo EAD Tokyo finished development on Donkey Kong Jungle Beat in late 2004,[30][31] pushing for the spherical platform concept to be realised.[30] A prototype of the game's physics system took three months to build, where it was decided that the game's use of spherical platforms would best be suited to planetoids in an outer space environment, with the concept of gravity as a major feature.[30] During development, the designers would often exchange ideas with Miyamoto from his office in Kyoto, where he would make suggestions to the game design.[30] According to Koizumi, many ideas were conceived before development of the Wii console itself begun.[29]
The idea for Mario to have a "spin" attack came during the early stages of development,
The development team wanted the game to be enjoyed from the ages of "5 to 95", so during early stages of development, they took steps to ensure that the player would adjust to the game without difficulty. However, Miyamoto thought that it was too easy and lacked insensitivity, asserting that a game loses its excitement when it is made unchallenging.
With the concept of gravity and spherical platforms being the central elements of gameplay, the development team drafted several ideas on how to implement them into the game.
Throughout development, staff members enjoyed the level of freedom the game offered, in particular the transforming abilities of Mario.[32] Iwata noted that Mario's Bee Suit was popular with women, and also stated that the titular character's other suits were designed to add variations to the gameplay. According to Hayashida, the idea to include transformations in the game came from Koizumi. One of the female members of staff who worked on Super Mario Galaxy wrote a note saying "I want a Bee Mario" when asked by Koizumi what they wanted to transform Mario into. Shirai stated that the development team always discussed their ideas together, and devised ways to incorporate an idea into the game and make it more entertaining. Iwata concluded that having the game take place in space was advantageous, as it was flexible enough to accommodate a wide range of ideas.[32]
After development was finished, the team reflected that the fundamental part of a Super Mario game was to make the player think about how "fun" it was to play the game itself, rather than simply finishing it.[22] To accomplish this, Koizumi made sure that there were certain areas of the game which could be enjoyed by all types of people, including children. Shimizu added that Super Mario Galaxy's ulterior motive was to have everybody "gather around the TV", as he felt that a game starring Mario was not necessarily something which could be enjoyed by playing alone. The game was made to support six different save files – Shimizu liked the idea of one player looking at the progress of another player and seeing how they compared against their own.[22] Iwata stated that when the first Super Mario game was released, there used to be "many more" people gathering around the television who would enjoy watching the gameplay experience. Iwata asserted that well-made video games were more enjoyable to spectate, and hoped that Super Mario Galaxy's co-operative mode would tempt someone who does not usually play video games to join.[22]
Music
Super Mario Galaxy: Original Soundtrack | |
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Nintendo EAD | |
Genre | Video game soundtrack |
Length |
|
Label | Club Nintendo |
Producer | Nintendo |
During development,
According to Yokota, he was under the impression that Mario was suited for children, causing him to create "cute" music that would appeal to the targeted audience.[34] The game's director, Yoshiaki Koizumi, after Yokota's music was rejected, later complimented him telling him "It wasn't so bad".[34] Three months later, Yokota presented three different styles of music to Miyamoto: one piece had an orchestral sound, the other had pop music, and the last featured a mix of both orchestral and pop music.[36] Miyamoto chose the orchestral piece, as it sounded the most "space-like". Yokota stated that Miyamoto chose the piece without knowing that Kondo actually wrote it.[29][36] In a retrospective interview, Satoru Iwata said that Miyamoto chose the music that sounded "space-like" because he was looking for a sound that would express the game, in contrast to the tropical sounds of Super Mario Bros. Yokota revealed that he initially struggled to create music that sounded like a Super Mario game, but as time progressed he declared that the songs he made for the game had "become natural".[36]
To create a sense of variety with the soundtrack, Yokota and Kondo wrote pieces individually; Kondo composed five pieces for the game whereas Yokota composed the rest. Kondo composed the pieces that Yokota specifically requested, as he thought that the game's soundtrack would "end up all sounding the same" if it were composed by one person.[36] The game originally heavily utilised the Wii Remote speaker for "all sorts of sound [effects]", but Masafumi Kawamura, the game's sound director, decided they were redundant when played in tandem with those from the television. Kawamura decided to restrict Wii Remote sound effects to those triggered by Mario's actions, such as hitting an enemy, feeling that it better immersed the player.[37]
The game's soundtrack features 28
The official soundtrack was released on 24 January 2008. It was initially an exclusive to Club Nintendo subscribers in Japan,[39] although the soundtrack became available to European Club Nintendo members in November 2008.[40] The soundtrack was released in two versions: the Original Soundtrack, which only contains 28 tracks from the game, and the Platinum Edition, which contains another 53 tracks on a second disc for a total of 81 tracks.[40] In North America, the Original Soundtrack was included in a black Wii Family Edition console bundle alongside New Super Mario Bros. Wii in 2011.[41]
Reception
Aggregator | Score |
---|---|
Game of the Year |
Super Mario Galaxy has received critical acclaim, becoming the sixth-highest-rated game of all time on review aggregator Metacritic with an aggregate score of 97 out of 100 based on 73 reviews.[65][43] Before review-aggregate website GameRankings shut down in December 2019, it was listed as the highest-rated game with at least 20 reviews,[66] having a 97.64% ranking based on 78 reviews.[42]
The visuals and presentation were the most praised aspects of the game. Chris Scullion of the
Regarding the presentation,
The gameplay, in particular the gravity
Shaw asserted that the new gameplay mechanics reinvigorated the Super Mario franchise, and summarised by saying it was the best title since Super Mario 64.[51] Similarly, Hudak thought that the game was a reincarnation of Super Mario 64, whilst stating that the variety of gameplay had a "signature Miyamoto style".[52] Navarro said that the level designs were "top flight in every regard" and also praised the game's introduction of suits, adding that they brought a "great dimension" to gameplay.[53] Williams opined that the game's "shallow" two-player mode did not add anything to the overall experience. He did praise the various gameplay components and the use of both the Wii Remote and Nunchuck, stating that the setup was "pinpoint accurate".[54] A reviewer from GamesRadar thought that the control scheme had a fluid response that improved over the controls of its predecessor, Super Mario Sunshine.[55] Regarding the controls and world designs, Bedigan stated that both aspects are "close to perfection as a game can get".[56] Casamassina found the gameplay mechanics, in particular varying physics, as "ridiculously entertaining". He also regarded the motion control as being well implemented, stating that the player would appreciate the change of pace that the levels offer.[4] Halverson particularly commended the innovative controls, saying the Wii Remote and Nunchuck was "at its finest" and that it was difficult to imagine playing it in another fashion.[58]
The soundtrack and audio were well received by critics. Scullion believed it to be the best out of any Super Mario game, declaring that each track matches the environments featured throughout the game.[68] Parish considered the orchestrated music superior to the visuals, saying that the dynamic sounds were "quintessentially Mario" yet uncharacteristically sophisticated.[44] Reiner stated that the orchestrated soundtrack was beautiful as well as nostalgic,[50] with Robinson similarly citing it as "amazing".[45] Navarro praised the modernised orchestrated soundtrack, stating that it was both excellent and "top-notch".[53] Williams thought the game featured the best sound on the Wii, stating that original soundtrack would "go down in history" as Nintendo's best first-party effort.[54] A reviewer from GamesRadar stated that Super Mario Galaxy featured the finest orchestral bombast ever heard in a game.[55] Bedigan asserted that the soundtrack was "another step forward" in video game music, praising the music as moving and breathtaking.[56] Casamassina judged the game's music "so exceptional" and "absolutely superb", summarising that it had the best music out of any Nintendo game to date.[4] Hudak criticised the "traditional Mario-esque" lack of voice acting, despite admitting that if the game did feature voice acting it would "probably seem lame and wrong".[52]
Sales
Super Mario Galaxy has been a commercial success, selling 350,000 units in Japan within its first few weeks of sale.
Awards
Super Mario Galaxy received
Legacy
In the 1,000th issue of Famitsu, Miyamoto expressed his interest in making a sequel to Super Mario Galaxy.[90] The game was originally called "Super Mario Galaxy More" during development, and was initially going to feature variations of planets featured in Super Mario Galaxy. Over time, new elements and ideas were brought into the game, and it was decided that the game would be a full sequel.[91] Super Mario Galaxy 2 was announced during the Nintendo conference at E3 2009 held in Los Angeles.[92][93] It was released on 23 May 2010 in North America, 27 May 2010 in Japan and on 11 June 2010 in Europe.[94] The sequel has been met with as much critical acclaim as its predecessor,[95][96] and has sold 6.36 million copies worldwide as of April 2011.[97]
Super Mario Galaxy, as well as several other Wii games, was rereleased for
The game is included alongside Super Mario 64 and Super Mario Sunshine in the Super Mario 3D All-Stars collection on Nintendo Switch. It was released on 18 September 2020.[100]
Notes
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