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The player gains a new ability early in the game, known as the "Spin" technique. This is a relatively new move added to Mario games. The Spin is primarily used for melee, as it can stun enemies and shatter objects, and is used to trigger special propellers called "Sling Stars" or "Launch Stars" that launch Mario across large distances through space. The Spin is also used for climbing vines, [[ice-skating]], unscrewing bolts, and for activating several power-ups. Other Wii Remote functions are available for smaller quests, such as surfing aboard a [[manta ray]] or balancing atop a large ball and rolling it through an obstacle course.
The player gains a new ability early in the game, known as the "Spin" technique. This is a relatively new move added to Mario games. The Spin is primarily used for melee, as it can stun enemies and shatter objects, and is used to trigger special propellers called "Sling Stars" or "Launch Stars" that launch Mario across large distances through space. The Spin is also used for climbing vines, [[ice-skating]], unscrewing bolts, and for activating several power-ups. Other Wii Remote functions are available for smaller quests, such as surfing aboard a [[manta ray]] or balancing atop a large ball and rolling it through an obstacle course.
Mario was born in a small town in China called How-U. Although it's uncertain, he does not have any Italian background.


=== Power-ups and lives ===
=== Power-ups and lives ===

Revision as of 23:58, 12 October 2008

Super Mario Galaxy
Developer(s)Nintendo EAD Tokyo
Publisher(s)Nintendo
Designer(s)Yoshiaki Koizumi
Composer(s)Mahito Yokota
Koji Kondo
SeriesMario
Platform(s)Wii
Release
  • CA: November 14, 2007

Genre(s)Platform
Mode(s)Single-player, cooperative multiplayer

Super Mario Galaxy (スーパーマリオギャラクシー, Sūpā Mario Gyarakushī) is a 3D platform game developed by Nintendo EAD Tokyo and published by Nintendo for Wii. It was released in Japan on November 1, 2007, in the United States on November 12, 2007, in Canada on November 14, 2007, in Europe on November 16, 2007, in Australasia on November 27, 2007, and in South Korea on September 4, 2008. It is the third 3D platformer in the Mario series after Super Mario 64 and Super Mario Sunshine.

The game follows Mario on his quest through space to save Princess Peach from his arch-nemesis Bowser. Levels take the form of galaxies filled with a variety of minor planets and worlds while gameplay is updated with a variety of gravity effects and new power-ups.

Super Mario Galaxy was first shown at E3 2006 and enjoyed a high level of pre-release awareness. The game is one of the most critically acclaimed titles of all time,[1][2] and has won numerous "Game of the Year" awards. By March 31, 2008, it had sold 6.10 million copies worldwide, making it the best-selling standalone Wii game and the third best-selling game published by Nintendo for the Wii behind Wii Sports and Wii Play, respectively.[3]

Gameplay

Premise and setting

Super Mario Galaxy is set in outer space, where Mario travels from galaxy to galaxy in order to collect Power Stars with the help of the Lumas, which are earned by completing quests or defeating enemies. Each galaxy contains a number of planets and other space matter for the player to explore. The game uses a new physics system that allows for a unique feature: each celestial object has its own gravitational force, allowing the player to completely circumnavigate rounded or irregular surfaces, walking sideways or upside down, a feature seen previously in Super Mario World 2: Yoshi's Island. The player is usually able to jump from one independent object and then fall towards another one close by. Though the main gameplay and physics are in 3D, there are several points in the game in which the player's movements are restricted to a 2-dimensional axis, reminiscent of 2D Mario games.

File:Mg planetoid.jpg
Super Mario Galaxy allows the player to fully circumnavigate rounded objects

The game's main hub is the Comet Observatory, which contains six themed domes that provide access to the forty-two galaxies available in the game.[4] When the player first begins the game, the player only has access to a limited number of galaxies. However, as more Power Stars are collected, more galaxies become available for the player to access. Some galaxies are accessed through special means, for example, the star-shaped creatures called "Hungry Lumas" will transform into new galaxies once they are fed enough Star Bits. When 120 Power Stars are collected, the player has the ability to play through again as Mario's brother Luigi. Gameplay is slightly different while playing as Luigi, as some obstacles can be harder or easier to overcome. Once 120 Power Stars are collected with both characters, the player is rewarded two additional challenges as well as two commemorative pictures that are sent to the Wii Message Board.

There are five "Prankster Comets" that appear periodically (Speedy, Daredevil, Cosmic, Fast Foe, and Purple). When one of them comes into orbit with a galaxy, a special challenge is initiated that leads to a Power Star. The Speedy Comet challenges the player to replay an episode (usually a slightly more difficult version) within a varying time limit. The Daredevil Comet has the player replay a section of a level while shrinking Mario's health to one unit, meaning that the player must complete the objective without being damaged even once. The Cosmic Comet pits the player in a race against a doppelganger of Mario (or Luigi) to a Power Star. The Fast Foe Comet makes a galaxy's enemies more swift and thus harder to avoid. The Purple Comet, accessible only after completing the story half of the game, allots 100 purple coins (or 150, though only 100 are needed) across an area of the 15 six-star galaxies for the player to collect, sometimes within a time limit.[5]

Controls

The player's character is controlled via the Wii Remote and Nunchuk. While most of Mario's abilities are directly from Super Mario 64, such as the long jump, wall jumps, and a variety of somersaults, Mario is given new moves that take advantage of the Wii Remote's pointer and motion sensing. The most basic control scheme is the Star Pointer, which appears on-screen for the entire game and both marks the position of and is controlled by the Wii Remote. First and foremost, the Star Pointer is used to pick up special konpeito-shaped objects called "Star Bits", which are then shot to stun enemies, manipulate obstacles, or feed Hungry Lumas. Secondly, the pointer can latch onto small blue objects called "Pull Stars" that gradually pull Mario through space. Lastly, if the player becomes encased in a floating bubble, the Star Pointer is used to blow air at it in order to influence the direction and speed it moves. Luigi controls identically to Mario, but can jump slightly higher and longer, making some areas much less challenging when playing through the game the second time. However, he has less traction, so he is more prone to falling off ledges.

The player gains a new ability early in the game, known as the "Spin" technique. This is a relatively new move added to Mario games. The Spin is primarily used for melee, as it can stun enemies and shatter objects, and is used to trigger special propellers called "Sling Stars" or "Launch Stars" that launch Mario across large distances through space. The Spin is also used for climbing vines, ice-skating, unscrewing bolts, and for activating several power-ups. Other Wii Remote functions are available for smaller quests, such as surfing aboard a manta ray or balancing atop a large ball and rolling it through an obstacle course.

Power-ups and lives

File:Supermariogalaxymovespowerup.JPG
Bee Mario has the ability to hover

Super Mario Galaxy features the most power-ups and transformations of all 3D Mario games to date.[6] Nine power-ups supply Mario with a special costume that grants him new abilities. For example, special Mushrooms bestow the player with a Bee, Boo, or Spring Suit. The Bee Suit allows the player to hover through the air and climb special walls; the Boo Suit allows the player to float through the air, as well as become transparent and move through obstacles; and the Spring Suit allows the player to jump to high areas that would otherwise be inaccessible. The Fire Flower also makes its first 3D appearance alongside its polar opposite, the Ice Flower. The Rainbow Star grants Mario invincibility, allowing him to destroy multiple enemies. He can also jump higher and run faster. The Red Star, which is only accessible after completing a certain mission, allows Mario to fly.

Mario's health consists of a three-piece power meter, which can be depleted from contact with enemies and hazards. When swimming, Mario has an air supply meter, which will lead to quick depletion of his main power meter if it runs out. Mario's health can be restored via collecting Coins, while his air supply can be restored by touching bubbles or reaching the surface. When the power meter becomes empty, the player loses a life and must return to a predetermined checkpoint. The power meter can be temporarily expanded to six units through the use of a Life Mushroom, with the maximum health returning to three units if the overall health falls to three units from enemy or hazard contact or if Mario suffers instant death. Instant death can occur by being swallowed by quicksand or dark matter; falling into bottomless pits, which either consist of black holes or leaving a planet's gravitational pull and falling into space; getting crushed between objects; losing a race against a non-player character; or other special challenges. The player can obtain extra lives by collecting 1-Up Mushrooms, 50 Star Bits, or 50 Coins while on a single level.

Multiplayer

Super Mario Galaxy has a co-operative two-player option called "Co-Star Mode", in which one player controls Mario and a Star Pointer while the other controls a second Star Pointer on-screen to gather Star Bits and shoot them at enemies (The first player's Star Pointer is blue, while the second player's Star Pointer is yellow).[7] While the first player can normally do this except during certain events, the second player can shoot star bits without restriction. Additionally, the second player can make Mario jump, or the height of Mario's jump can be increased if the first and second player press the A button at the same moment. The second player's pointer star can also be aimed at some enemies to stop them by holding the A button, which prevents them from moving. The second player does not need the Nunchuk to play.

Plot

File:Smg powerstar.jpg
Mario is presented with a Power Star

Shortly after Mario is invited to the centennial Star Festival by Princess Peach to celebrate the comet that passes overhead, Bowser invades the Mushroom Kingdom with a surprise attack in a fleet of airships. Summoning a giant flying saucer, he rips Princess Peach's entire castle from its foundations and lifts it into outer space. After an unsuccessful rescue attempt, Mario is catapulted across the cosmos and awakens on a small planet. On the planet he meets a mysterious woman called Rosalina and her companion stars, the Lumas.[8] Rosalina is a watcher of the stars, who uses her mobile Observatory to travel across the universe. However, the Power Stars that act as the Observatory's power source have all been stolen by Bowser, rendering it immobile. Bestowed with the power to travel through space, Mario sets off on an intergalactic adventure across the universe to reclaim the Power Stars and restore power to Rosalina's observatory, with some help from Luigi and the Toad Brigade, a small group of Toads that escaped from Bowser when he stole Peach's castle.

Upon collecting enough Power Stars, Rosalina's Observatory has enough power to transform into a comet and fly to the center of the universe, where Peach is held captive. Confronting Bowser, Mario learns that Bowser's plan is to rule the entire universe with Peach at his side, using a newly constructed sun of his own via the power of the Grand Stars. Mario manages to defeat Bowser and free Peach, but Bowser's sun collapses onto itself, becoming a supermassive black hole and consuming the universe. All of Rosalina's Lumas jump into the black hole to destroy it, but sacrifice themselves in the process. Rosalina appears to Mario, stating that stars never die, but are later reborn as new stars. Mario awakens in the restored Mushroom Kingdom alongside Peach and Bowser, celebrating the new galaxy that has emerged in the skies.

Development and sequel

Shigeru Miyamoto stated that production began after the team finished making Donkey Kong Jungle Beat in late 2004.[9] Super Mario 128 has been in production and development since at least August 2000 when the first trailer was shown at Nintendo Space World.[10] In an after-hours press event at E3 2006 in May, Miyamoto stated: "I don't want to promise anything yet. But if it's not a launch title it will definitely be there within the first six months".[11] Nintendo of America CEO Reggie Fils-Aime later stated in a November 27, 2006 interview with cable TV network MTV that the game is expected to be released sometime up to Christmas of 2007.[12] Near the end of Miyamoto's keynote presentation at the 2007 Game Developers Conference in March, he stated: "You'll be able to play Super Mario Galaxy this year".[13][14] At Nintendo's E3 2007 conference, it was confirmed that Super Mario Galaxy would be released in North America on November 12, 2007 and four days later in Europe. In North America, certain retailers had given out a free limited edition coin for pre-ordering the game. Some retailers had delayed it until November 13, 2007, such as GameStop in North America, and some retailers had delayed the release until November 14, 2007.[15] Equally, certain UK retailers shipped the game a day earlier than the European release date, for example Virgin megastores and Game. It was first hinted by Takashi Tezuka, Nintendo's analysis and development's general manager, that multiplayer was going to be co-op in an interview with gaming site IGN.[16] Two-player functionality was later confirmed, along with reports of the team experimenting with new ways to use the Wii Remote so that one player can control Mario while the other aids him, backed up by suggestions by Miyamoto that the second player could have the ability to affect Mario's progress. It was later revealed at Nintendo's E3 2007 that the co-op mode was permanently implemented into the game and could be accessed anytime.

In the 1000th issue of Famitsu, Miyamoto stated his interest in making a sequel to Super Mario Galaxy.[17] Producer Koizumi said in a GameSpot interview that there is a "really high chance" several power-ups and suits that did not make it into Super Mario Galaxy would be used in the sequel.[18] At E3 2008, it was confirmed that a new game, possibly a sequel, is in the works,[citation needed] along with research for new elements to add to the upcoming The Legend of Zelda game and new Pikmin game.

Music

Untitled

During development, Mahito Yokota, who was in charge of the composition of music, originally wanted Super Mario Galaxy to have a Latin style of music and even had 28 tracks completed for the game.[19] The reason for this was that Latin percussion instruments had been used in previous Mario games, such as steelpans, bongo drums, and congas.[20] For Super Mario Galaxy's theme, Yokota used Latin instruments and a synthesizer to create sci-fi sounds. The song was approved by Yoshiaki Koizumi, the game's designer, but when he presented it to Koji Kondo, he told him that his song was no good. According to Yokota, he always had an image that Mario was for children, causing him to create cute music that would appeal to children.[20] Three months later, Yokota presented three different styles of music to Shigeru Miyamoto. One piece had an orchestral sound, one was a mix of orchestral music and pop music, and the last was pop music.[21] Miyamoto chose the orchestral piece, which was written by Kondo. From then on, the game's soundtrack would be composed for a symphony.[21]

Kondo often would ask the orchestra to play at strange tempos in order to perfectly synch with the rest of Mario's movement and also stated that even the sound effects fit into the musical score if the player listens carefully.[19] Some levels in Super Mario Galaxy have new scores as well as incorporating older ones such as themes from Super Mario Bros., Super Mario Bros. 3, Super Mario Land, Super Mario World, and Super Mario 64. Other older snippets of classic Mario themes, like the underground and underwater themes from Super Mario Bros., were blended in by use of music note items (completing a tune by collecting all of them generates a 1-UP). Some of the music, such as the Bowser boss fight music, is more interactive than music from other games in the Mario franchise. For instance, at various tension and action points in the game, the Wii is able to adjust the tempo of the streamed audio to match the action on screen. During boss fights the game dynamically shifts between different orchestrations of the same piece - for example, during Bowser fights, a choral piece is used when Bowser is vulnerable to damage and during the Kingfin battle, the music speeds up and becomes dramatic as the player gets closer to the boss.

The official soundtrack was released on January 24, 2008. It was an exclusive to Club Nintendo subscribers in Japan. The soundtrack was released in two versions: the Original Soundtrack, which only contains 28 songs from the game, and the Platinum Edition, which contains all 81 songs from the game on two discs. The soundtrack has won numerous critic awards, such as "Best Design in Audio" from the U.K.'s Edge Magazine.[22]

Track listing

Reception

Super Mario Galaxy has gained a universal commercial and critical success.

By March 31, 2008, Galaxy had sold 6.10 million copies worldwide, making it the best-selling non-bundled Wii game and the third best-selling Nintendo-published game for the Wii;[3] the games that outsold it, Wii Sports and Wii Play,[3] were bundled with the console or an accessory. As of July 9, 2008, the game has sold 912,746 copies in Japan, according to Famitsu.[33][34] According to the NPD Group, since the launch of the Wii, Super Mario Galaxy has become the third best-selling video game in Canada as of April 1, 2008.[35]

Super Mario Galaxy is the highest rated game of all time on the review aggregator website TopTenReviews,[1] and one of the highest rated games of all time on another review aggregator website MobyGames.[2] Nintendo Power voted in its August 2008 issue that Super Mario Galaxy was the best game for the Wii; it was also the only Mario game to get a top spot on the list, as well as the only game to be unanimously voted for the top position. NTSC-uk said that Super Mario Galaxy "will influence gaming perceptions, sure to replenish any lost passion".[36] GamePro stated that the title "raises the bar in terms of what can be achieved on the Wii."[37] IGN called Super Mario Galaxy "Wii's best game, and an absolute must-own experience", and "one of the greatest platformers ever played."[30] GameSpot praised its gameplay and level design stating: "if ever there were a must-own Wii game, Super Mario Galaxy is it."[28] Game Revolution noted the variety of gameplay, reliable camera angles and easy to use controls.[38]

Reviewers have expressed minor complaints with certain aspects of the game. GameSpot editor Alex Navarro found the spring suit difficult to control at times.[28] Matt Casamassina of IGN noted that the auto-camera "works well most of the time," but occasionally "stumbles," and criticized Rosalina's story book for being "an unnecessary side-tale [that] contrasts with a traditional story."[30]

Towards the end of 2007, Super Mario Galaxy was named Game of the Year by IGN, GameSpot, Nintendo Power, GameTrailers, Edge, and Yahoo! Games. On February 7, 2008, the game received the "Adventure Game of the Year" award from the Academy of Interactive Arts & Sciences at the Interactive Achievement Awards.[39]


References

  1. ^ a b c "Super Mario Galaxy Reviews". Top Ten Reviews. Retrieved 2008-07-26.
  2. ^ a b "All Time Best". MobyGames. Retrieved 2008-10-11.
  3. ^ a b c "Supplementary Information about Earnings Release" (PDF). Nintendo. 2008-04-25. p. 6. Retrieved 2008-09-12.
  4. ^ "Super Mario Galaxy Central - Galaxy Information". Super Mario Galaxy Central. Retrieved 2007-11-29.
  5. ^ "Super Mario Galaxy Central - Prankster Comets". Super Mario Galaxy Central. Retrieved 2007-11-03.
  6. ^ "女性スタッフのメモから生まれた" (in Japanese). Nintendo. Retrieved 2007-10-11.
  7. ^ "Nintendo E3 2007 - Super Mario Galaxy". Nintendo. 2008-07-11. Retrieved 2008-07-12.
  8. ^ "New Damsel In Distress in Super Mario Galaxy?". Filefront. 2007-07-18. Retrieved 2007-11-01.
  9. ^ Shoemaker, Brad (2007-07-13). "E3 '07: Miyamoto shows off Super Mario Galaxy". GameSpot. Retrieved 2006-05-29.
  10. ^ Ekberg, Brian (2007-03-08). "GDC 07: Super Mario Galaxy Updated Impressions". GameSpot. Retrieved 2008-02-01.
  11. ^ Casamassina, Matt (2006-05-10). "Mario to Miss Launch". IGN. Retrieved 2006-05-29.
  12. ^ Totilo, Stephen (2006-11-28). "Nintendo Exec Predicts Wii Future, Chances Of 'JapEye' On Console". MTV. Retrieved 2007-03-03.
  13. ^ Crecente, Brian (2007-03-08). "GDC07: Super Mario Galaxy Confirmed for 07". Kotaku. Retrieved 2007-03-09.
  14. ^ Miyamoto, Shigeru (2007-03-08). Shigeru Miyamoto: "A Creative Vision" - Keynote at GDC 2007. Retrieved 2007-11-29.
  15. ^ "Clearing up the GameStop release date confusion". Go Nintendo. 2007-11-03. {{cite web}}: Unknown parameter |accessedate= ignored (help)
  16. ^ Casamassina, Matt (2006-05-11). "Mario Multiplayer Details". IGN. Retrieved 2006-05-29.
  17. ^ IGN Staff (2008-01-30). "Nintendo Considering Wii Balance Board Games". IGN. Retrieved 2008-02-22.
  18. ^ GameSpot Staff (2007-11-30). "Super Mario Galaxy: Q&A with Yoshiaki Koizumi on the Finished Game". GameSpot. p. 2. Retrieved 2008-02-22.
  19. ^ a b "Why Use an Orchestra?". Nintendo. Retrieved 2007-12-16.
  20. ^ a b "A Sound That Defines Mario". Nintendo. Retrieved 2007-12-16.
  21. ^ a b "Making it Sound like Space". Nintendo. Retrieved 2007-12-16.
  22. ^ "Galaxy wins EDGE's Best Game 2007". Wii's World. Retrieved 2008-02-04.
  23. ^ Parish, Jeremy (2007-11-02). "Super Mario Galaxy review". 1UP.com. Retrieved 2008-03-14.
  24. ^ "EDGE REVIEW: Super Mario Galaxy". Next Generation Magazine. 2007-11-24. Retrieved 2008-01-01.
  25. ^ Robertson, Margaret (2007-11-07). "Super Mario Galaxy Review". Eurogamer. Retrieved 2007-11-12.
  26. ^ "Famitsu Hall of Fame". GEIMIN.NET. 2006-01-01. Retrieved 2008-03-07.
  27. ^ Reiner, Andrew. "Super Mario Galaxy". Game Informer. Retrieved 2008-03-07.
  28. ^ a b c Navarro, Alex (2007-11-07). "Super Mario Galaxy Review". GameSpot. Retrieved 2007-11-17.
  29. ^ Williams, Bryn (2007-11-08). "Super Mario Galaxy Review". GameSpy. Retrieved 2008-03-11.
  30. ^ a b c Casamassina, Matt (2007-11-07). "Super Mario Galaxy Review: The greatest Nintendo platformer ever made?". IGN. Retrieved 2007-11-17.
  31. ^ "Super Mario Galaxy Reviews". Game Rankings. Retrieved 2007-12-11.
  32. ^ "Super Mario Galaxy for Wii". MobyGames. Retrieved 2008-10-11.
  33. ^ Weekly Famitsu, issue 1020
  34. ^ "Nintendo Wii Japanese Ranking". Japan Game Charts. 2008-07-25. Retrieved 2008-08-03.
  35. ^ "Wii surpasses all other next generation consoles in lifetime sales" (Press release). Nintendo. 2008-04-17. Retrieved 2008-04-24.
  36. ^ Stone, Adam (2007-12-01). "Super Mario Galaxy Review". NTSC-uk. Retrieved 2007-12-01.
  37. ^ Shaw, Patrick (2007-11-06). "Review: GamePro Loves Super Mario Galaxy!!!". GamePro. Retrieved 2007-11-18.
  38. ^ Hudak, Chris (2007-11-12). "Super Mario Galaxy review". Game Revolution. Retrieved 2008-01-09.
  39. ^ "Did You Know? Nintendo Wins Two Interactive Achievement Awards". Nintendo. Nintendo of America Inc. 2008-02-08. Retrieved 2008-02-19.

External links