Super Mario Galaxy

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Super Mario Galaxy
Smg logo.jpg
Logo of Super Mario Galaxy
Studio JapanJapan Nintendo EAD Tokyo
Publisher JapanJapan Nintendo
Senior Developer
Erstveröffent-
lichung
JapanJapanNovember 1, 2007 November 12, 2007 November 14, 2007 November 16, 2007 November 29, 2007 February 1, 2008 September 4, 2008
United StatesUnited States
CanadaCanada
EuropeEurope
AustraliaAustralia
South AfricaSouth Africa
Korea SouthSouth Korea
platform Wii
genre Jump 'n' run
Game mode Single and two player modes
control Wii remote control with Nunchuk
Age rating
USK released from 6
PEGI recommended from 3 years

Super Mario Galaxy ( Japanese スーパーマリオギャラクシー Supa Mario Gyarakushī shortly SMG ) is a 3D - Jump 'n' Run - video game , the Japanese video game company Nintendo in November 2007 for its home console Wii published.

As in previous Super Mario games, the player takes on the role of the eponymous plumber, Mario, in order to save Princess Peach, kidnapped by the villain Bowser . In contrast to the previous games Super Mario Sunshine and Super Mario 64 , whose game worlds only have flat surfaces, the player travels to different shaped celestial bodies in space, which influence each other through their gravitation . The gravity effects enable new types of movement and game tactics.

The Nintendo studio Entertainment Analysis & Development Tokyo was responsible for the development of Super Mario Galaxy , which began in 2005, under the direction of Yoshiaki Koizumi and the supervision of the Mario creator Shigeru Miyamoto . The idea for the new spherical and gravitational concept goes back to a technology demo presented in 2000 . The soundtrack for the game, written by Kōji Kondō and Mahito Yokota , was recorded for the first time in the Super Mario series by an orchestra .

Super Mario Galaxy received largely positive criticism from the trade press, including being one of the best video games of all time. Many critics praised the new game concept, the varied levels , the graphics, which are complex for Wii standards, and the music. Negative reviews mainly related to the predictable, linear gameplay. Both in the context of the Super Mario franchise and the 3D platformer genre, Super Mario Galaxy is considered influential. With over ten million sales, it turned out to be very successful commercially. 2010 saw the direct successor Super Mario Galaxy 2 for the Wii on the market.

Game description

action

At Princess Peach's invitation, the plumber Super Mario goes to a celebration to mark a comet that appears over the Mushroom Kingdom only once every hundred years. When Mario arrives at the festival, the lizard-like Bowser attacks the kingdom with a fleet of airships. He wants to become the ruler of a galaxy he has created . To do this, his airship fleet steals the castle, kidnaps Princess Peach and heads for the sky. Kamek, a henchman of Bowser, throws Mario into the vastness of space.

Mario wakes up on a tiny planet where he meets a young woman named Rosalina. She explains to him that Bowser took Peach to the center of the universe. This place can be reached with Rosalina's observatory , a comet traveling through the universe. However, Bowser stole the power and the big stars that were used to drive the observatory. Mario had to set off from the observatory to distant galaxies in order to free the stars and travel to the center of the universe with the observatory. On his mission, Mario is accompanied by a Luma - a mysterious being of a people who populate both the universe and the observatory - who gives him new skills.

In the course of his adventure, Mario unlocks new pages in a picture book , which Rosalina can optionally read from in the library of her observatory. The picture book tells about Rosalina's history. It starts with her looking for her mother as a young girl and traveling the universe in the process. She is accompanied by a Luma, with whom she sets up a common home. When Rosalina realizes that her mother is no longer alive, she decides to live with the Luma people, whom Rosalina considers her mother from then on.

In the course of his mission to save Princess Peach, Mario frees all the stolen Great Stars. Finally, Rosalina's observatory travels to the center of the universe, where Bowser has since created his own galaxy and hopes to rule over an eternal realm with the kidnapped Peach at his side. Although Mario thwarted Bowser's plans by fighting Bowser, a supernova occurs and a black hole is created that sucks in all the matter around it.

The black hole explodes and the universe collapses. However, Rosalina saves Mario from danger and explains to him that a new universe will be born from the remains of the old universe, which is the same as the old one. Mario wakes up again in a new universe in front of the Castle of the Mushroom Kingdom with Peach and Bowser at his side.

Gameplay

Super Mario Galaxy is played using a Wii Remote with Nunchuk (left).

In Super Mario Galaxy , the player takes on the role of the character Mario and controls it in three-dimensional space. The Wii remote control is used together with a nunchuk for control. The action is shown from a third-person perspective . With the analog stick of the nunchuk the player lets Mario run; Jumps are performed with the A button, which also serves as a context sensitive button to interact with non-player characters (NPC) and the environment. An innovation compared to its predecessors is the shaking of the Wii remote control or the nunchuk, which triggers the twisting jump, which can stun the opponent and increase Mario's jump height and distance. The turn jump is also used to throw objects away, climb up vines or activate so-called star portals, with which Mario travels between distant planets in a galaxy. By pointing the Wii remote control to the appropriate places on the screen, so-called star parts can also be collected, with which the player can unlock further levels, among other things.

The goal of the game is to get at least 60 of the 121 power stars in order to unlock the fight against the last boss opponent. The game is divided into 42 levels , which are called galaxies in the game and which are further subdivided into missions. Some galaxies only have one mission, while others have multiple missions. The goal of every mission is to obtain the respective power star, for which different tasks have to be fulfilled. Apart from the levels at which the goal symbolized by a power star is to be achieved, there are missions in which races have to be completed, courses overcome, bosses defeated or a certain number of star parts have to be paid for. The galaxies are selected on the basis of the observatory that functions as the overworld and is divided into several observatories . About five galaxies can be controlled from each observatory, and these are unlocked by collected power stars. At the end of the last galaxy of an observatory, the player can expect a boss fight against Bowser or his son Bowser Jr. After a completed boss fight, Mario receives a big star. As soon as all stars have been obtained, Luigi will be unlocked as a character with which the player can collect all power stars again. Luigi differs from Mario by a different jumping and running behavior.

In Super Mario Galaxy, ubiquitous flat surfaces are not only used as game worlds in jump-'n'-run games , but also - due to the location being in space - spherical objects such as small planets the size of houses or hills or smaller. Different shaped three-dimensional figures such as cubes as well as objects such as ice cream cones reshaped planet-like structures are also used as play worlds. In this context, the inclusion of realistic gravity in the game is of great importance. For example, if the character jumps on a small planetoid and there is a larger object nearby, it will be attracted to it and land there. Jumps forward on a small object, on the other hand, can cause the character to briefly circle around the object.

Mario has three points of damage. If an opponent attacks him or if elements such as fire or spikes damage him, he loses one of them. As soon as all damage points are used up or Mario falls into a black hole, he loses one attempt. If all attempts are used up, it is game over . Most simple opponents are defeated by jumping on the head. Mario can be strengthened by useful power-ups ( items ) in the form of mushrooms. While 1-UP mushrooms give the character an extra try, most of the other power-ups transform Mario. For example, it can transform into a bee and fly briefly or transform into a ghost and float through walls. Other power-ups, for example, give Mario the opportunity to throw fireballs or to be invincible for a limited time.

Super Mario Galaxy also offers a cooperative two- player mode in which a second player can support the first on his adventure. The player is visualized in the game by a luma and is able, among other things, to stop opponents, stop rolling rocks and collect star parts.

development

EAD Tokyo office building where Super Mario Galaxy was developed.
Yoshiaki Koizumi, Director (left) and Koichi Hayashida, Senior Level Designer (right), 2013
The Mario -creator Shigeru Miyamoto served as producer of Super Mario Galaxy .

Contributors

Super Mario Galaxy was developed by the second group of the Tokyo Software Development Department of Nintendo Entertainment Analysis & Development (EAD Tokyo 2). The game development was led by the Japanese game designer Yoshiaki Koizumi , who held the role of director. The department head Takao Shimizu and the EAD manager and Mario founder Shigeru Miyamoto were involved as producers . Koichi Hayashida , who acted as director in the subsequent Super Mario games, held the role of senior level designer of Super Mario Galaxy . According to the credits, the development team comprised almost 70 Nintendo employees; Miyamoto stated that the team initially consisted of 30 people, and in the end phases of the two and a half years of development, of 50 people.

Super Mario 128

The development story of Super Mario Galaxy begins with the technology demo Super Mario 128 , which Nintendo presented on August 23, 2000 as part of the in-house trade fair Nintendo Space World on the occasion of the presentation of the new GameCube home console . The technology demo was supposed to visualize the performance of the console and showed how a total of 128 Marios interacted with each other on a spherical surface.

The idea comes from Yoshiaki Koizumi, who was the project manager for the demo. When, after a few experiments, his supervisor Miyamoto saw potential in the concept, the two of them looked for a way to incorporate the concept into a game. Due to technical difficulties, among other things, this was not yet possible for a number of years. However, after the launch of Super Mario 128 , video game media assumed that the project would be the next in the Mario franchise. Accordingly, Nintendo managers confirmed that the project was still in development. In mid-2005, Miyamoto admitted to giving the public the wrong impression about Super Mario 128 . Nintendo is now carrying out numerous Mario- related projects for the GameCube successor Wii and there will definitely be a Super Mario game for the Wii on the market; but whether the idea from Mario 128 will be used is not yet clear.

Pre-production

The title Super Mario Sunshine (GameCube, 2002) following on from Super Mario 64 was an independent game from Super Mario 128 . After its completion, EAD Tokyo was founded in 2003, initially made up of the majority of the Sunshine development team. After the work on the first EAD Tokyo project Donkey Kong Jungle Beat (GameCube, 2004) was completed, the studio wanted to develop a new game with new characters. Miyamoto, on the other hand, asked the team for a new part of an established Nintendo franchise . Koizumi, who initially planned a smaller game, eventually decided on a new Mario game due to the experience gained through Jungle Beat . He was also of the opinion that the EAD Tokyo team was now able to implement the concept of spheres from Super Mario 128 . At the beginning of the planning, the new game based on the 128 demo was still intended for the GameCube. After Koizumi found out about the GameCube successor Wii, he redesigned the project for the new console.

In 2005 Koizumi created the specification for his new project, which was initially called Super Mario Revolution - named after the codename of the Wii console at the time. The main pillar of the new project was the concept of spheres from Super Mario 128 , in which Koizumi saw several advantages: Spherical game worlds do not have to have any artificial restrictions, as their surfaces are not bordered; Also, the player would not be so fast the orientation lose and the camera would not have to be adjusted manually. Koizumi saw in this the solution to the problems of disorientation, the complex camera control and the gaming sickness caused by hectic camera movements in some players, which he had tried to solve since the development of Super Mario 64 ( N64 , 1996). He hoped to be able to develop a 3D platformer for a larger target group .

Since the majority of the team members were initially not convinced by the concept, Koizumi and a small group created the first prototype for Super Mario Galaxy within three months . In this early phase, a placeholder in the shape of a mushroom was used as a character instead of Mario. The location of the game was chosen so that it fits the concept of spheres. Since the development team associated planets with small, spherical objects, the idea arose to use planetoids as level scenery. To make this possible, space was chosen as the setting for the game.

Development process

Since the market launch of Super Mario 64 , sales of the Super Mario series have stagnated . Nintendo suspected that the reason for this was that some customers felt overwhelmed by 3D platformer. Therefore, with New Super Mario Bros. ( Nintendo DS , 2006), the company reintroduced a 2D jump-'n'-run from the Mario franchise and designed Galaxy in such a way that it also supports the 3D jump ' n'-Runs appeals to a negative target group. Among other things, the team aimed for a level of difficulty that can satisfy both experienced and casual players. This was achieved by keeping the controls simple and having a low level of difficulty at the beginning of the work. To put this trend into perspective, Mario's strength points have been reduced to three compared to the previous games, so that Mario loses attempts more often. Finally, the developers distributed several bonus attempts ("1-UPs") and reset points in the game in order to further balance the level of difficulty.

Since the developers feared that jumps in three-dimensional space on a spherical surface would be too difficult for the player to control, they designed the rotation attack. It should make the game easier for those players who have problems with correctly estimating distances. Originally, the rotary attack was triggered by a circular movement of the control stick. The developers later decided to use the motion sensors of the Wii remote control and let the rotation attack trigger by shaking the controller.

A two-player mode was discussed during the development of a few previous 3D Super Mario games, but it wasn't until Super Mario Galaxy that such a mode was actually tackled. Shimizu initially planned a mode in which the second player would perform the same actions as the first. Since the implementation of this idea turned out to be more difficult than expected, Miyamoto suggested a cooperation mode in which the second player should support the first with additional actions and also appeal to inexperienced players. In addition, the balance of the game has been changed: While the single player originally had the option to stop opponents in the game, this function is only available to the second player in the final game.

The first new power-up that the team designed for Super Mario Galaxy was the transformation of the bee: Originally it was planned that Mario would be transformed into a bee by a curse. His abilities should be restricted so that the player frees him from the curse as quickly as possible. The concept was later changed to include an invigorating, beneficial power-up. Another idea that was ultimately rejected is the inclusion of the green dinosaur Yoshi as a playable figure.

At the beginning of the development, the team conducted experiments to control the character by tilting the Wii Remote. The results of some of these experiments were incorporated into the finished product. For example, there is a level in which Mario balances on a ball that the player can roll through the environment by tilting the controller.

Music and sound

Long-time Mario composer Kōji Kondō composed four pieces for Super Mario Galaxy .
Charles Martinet lent his voice to Mario and Luigi.

The soundtrack of Super Mario Galaxy comprises a total of 80 pieces and - as the first soundtrack of a Super Mario game - also contains classical symphony orchestra music. The 50-strong Mario Galaxy Orchestra recorded a total of 28 pieces. The music comes from the pens of the Nintendo composers Kōji Kondō and Mahito Yokota ; The former has been composing for the Super Mario series since 1985 , while the latter has only worked at Nintendo since 2004 and made his debut for a Mario game with the game's soundtrack . For Galaxy Yokota acted as the sound director and composer of most of the pieces, while Kondō mainly held an advisory position.

After Yokota was assigned to the project as a composer, he studied the music of earlier Mario titles and decided on Latin American music . His composition, initially intended as the title melody of the game, he described as "pop with a tropical sound and a space sound [united]". Kondō declined the suggestion because he didn't expect "cute" music in a Mario game, but "cool [e]". So Yokota decided on an orchestral soundtrack, for which Miyamoto gave the green light despite concerns about cost and appropriateness. For the next three months, Yokota planned what kind of music to compose. To answer this question, he had Miyamoto hear three pieces of different styles. This considered an orchestral piece called "Good Egg Galaxy" from the pen of Kondo appropriate. This piece, which found its way into the final game, served Yokota as a guide when composing the rest of the Super Mario Galaxy soundtrack .

Super Mario Galaxy does not contain voice output , only exclamations. As a voice actor of Mario and Luigi acted Charles Martinet , while Bowser Kenny James, Princess Peach and Toad by Samantha Kelly and Rosalina from Mercedes Rose was spoken.

publication

Announcements

In May 2005, Nintendo President Satoru Iwata announced that his company was working on a new Super Mario game for the Wii.

Nintendo presented the first material about the game on May 9, 2006 during its press conference on the occasion of the E3 games fair . The manufacturer officially announced the game as Super Mario Galaxy and, in addition to basic information, also released the first images. Trade visitors to the E3 trade fair had the opportunity to test a demo version of the game.

After Reggie Fils-Aime , the President of Nintendo of America , had assured a release between March and Christmas 2007 at the end of November 2006, Nintendo presented the game again at E3 2007 and announced the final release date.

Release dates

First, Nintendo released Super Mario Galaxy in Japan on November 1st, 2007. This was followed by a release on November 12th in North America , November 14th in Canada and November 16th in Europe . In Australia , Nintendo launched the game on November 29, 2007. In South Africa it was only released on February 1, 2008, followed by South Korea on September 4, 2008.

On August 28, 2011, Super Mario Galaxy was re-released in North America under the “Nintendo Selects” label at a lower price. In Europe, the cheaper new release followed on September 16, 2011 and in Australia on November 7, 2013.

Sales figures

According to the market research company Media Create , around 251,000 copies of Super Mario Galaxy were sold in the Japanese market during its debut week . Although the game took first place in the video game weekly charts for Japan at the time, it lagged slightly behind the sales debut of the mini-game collection Mario Party 8 (Wii, 2007) released three months earlier . As a result of the release of Galaxy , weekly sales of the Wii console in Japan rose by 10,000 units.

During its first week of sales in North America, Super Mario Galaxy emerged as the fastest-selling Wii and Super Mario game by market debut, with approximately 500,000 sales . By the end of 2007, sales there climbed to 2.52 million, making it the fifth most successful game in North America in 2007.

Analytics company Chart-Track ranked Super Mario Galaxy fifth on the game charts in its first week of sales in the UK . Overall, the game advanced to the ninth best-selling video game there in November 2007. The game also debuted at number 8 on the Irish weekly charts.

By March 31, 2013, Nintendo said it had shipped 11.72 million copies of Super Mario Galaxy to retailers worldwide. It is therefore the eighth best-selling Wii game.

The following table gives an overview of global delivery figures, divided into Japan and overseas (Europe, North America and all other countries in which Super Mario Galaxy was officially distributed). The data comes from official Nintendo financial reports.

Sales figures
was standing Global Japan Overseas
December 2007 5.19 million 0.84 million 4.35 million
March 2008 6.10 million 0.93 million 5.17 million
December 2008 7.66 million 0.97 million 6.68 million
March 2009 8.02 million 0.98 million 7.04 million
March 2010 8.84 million 1.01 million 7.83 million
December 2011 10.40 million
March 2012 10.68 million
March 2013 11.72 million
March 2014 12.22 million

reception

criticism

Super Mario Galaxy was already received extremely positively in the months before its release and was one of the most distant games of the year for the gaming community. The general anticipation for the game was reflected in the reviews of the video game portals, in which Galaxy was consistently praised .

Sites such as IGN praised Galaxy as one of the best Wii and platformers run games. In the IGN review, the editor Matt Casamassina described Galaxy as the most beautiful Wii game that illustrates the computing power of the console. The capabilities of the Wii Remote would be used sensibly, but not excessively, in the game and would contribute to the meaningful innovations, which in his opinion complemented the tried and tested control schemes of the Super Mario games. Despite the lack of consistent voice output, Casamassina praised the game's sound effects and the soundtrack. The British video game magazine Edge focused in its game review on the game principle of Super Mario Galaxy , which is constantly redefining its own rules and therefore has numerous surprises in store that it comes up with throughout the game. The gravitational concept - one of the most complex ideas of all third-person games - is implemented in an intuitive and accessible manner through a successful and intuitive control as well as a "perfect" software-based camera control. In contrast to the design of the levels, the overall structure of the game is conventional.

Carsten Göring wrote in the magazine Kulturspiegel that Super Mario Galaxy was “probably the most beautiful and exciting game of this season” despite the more elaborate video games published at the end of 2007, because it does not take itself seriously and has fun and silly ideas. In a test report for Spiegel Online , Göring was equally positive about the game and wrote in it: " Super Mario Galaxy is so wasteful with ideas that one suspects: This will be copied in five years."

Matt Fox wrote in The Video Games Guide that the concept of gravity in Super Mario Galaxy "works brilliantly and never confuses". Steve Bowden wrote in 100 Computer Games to Play Before You Die that the player must first think in order to be able to successfully solve the resulting puzzles.

Steve Gaynor, level designer at BioShock ( PlayStation 3 , Xbox 360 , 2007), criticized what he considered to be a lengthy entry into Super Mario Galaxy . He also condemned the game's urge to use “Rosalina's picture book” to tell a plot that did not contribute to the gaming experience. He explained these tendencies with Nintendo's goal of making Super Mario Galaxy accessible to the largest possible target group. However, according to Gaynor, the majority of players prefer a quick and direct entry into the game. Dino Patti, the president of the Limbo development studio (PS3, Xbox 360 etc., 2010) criticized those levels of Super Mario Galaxy that are not based on the concept of gravity. He assumed that Nintendo only included these sections for the satisfaction of the players. Since these levels didn't fit the game theme well, they were out of place and would limit the impression of the new that Galaxy generally left behind.

Gaynor also dealt with the observation that Super Mario Galaxy, as the flagship title of the Wii console , uses its outstanding characteristic, the Wii remote control, only subtly. According to him, Galaxy is therefore less revolutionary than Mario 64 . Nevertheless, he praised the reluctance to incorporate the Wii features, as excessive use would have left the impression of a gimmick . By limiting the use of specific Wii functions, the game demonstrates their abilities most effectively.

Gaynor, himself a designer of game sections, commented on the level design:

“I felt really kind of inspired - or maybe, in a way, jealous at the time - of the core tenets of their level design, with the crazy abstract spheroid playspaces, and the arbitrary gravity. It was a really cool, interesting, original idea that supported classic platformer gameplay in a new way, but also they took full advantage of the core premise, and kept pushing the possibilities further and further. The central ideas really gave the designers a ton of freedom, and they didn't take that for granted, which was awesome to see. "

“I really felt kind of inspired - or maybe in a certain way jealous at the time - by the core aspects of their level design, with the crazy, abstract spherical venues and the arbitrary gravity. It was a really cool, interesting, original idea that took the mechanics of the classic platformer in a new way, but they [the developers] also took advantage of the core elements and kept evolving their capabilities. The basic ideas allowed the designers a lot of freedom, and they couldn't take it for granted, which was impressive to see. "

- Steve Gaynor : Edge, 2012

The game designer David Sirlin complained that the game only uses its surprise effects within the levels. Viewed at the macro level - i.e. with regard to the structure and course of the game - Galaxy offers no surprises, since the game follows a very predictable principle.

Rating mirror

At the Metacritic website , which evaluates reviews of video games, among other things, worldwide, Super Mario Galaxy has an average rating of 97 out of 100 points. This makes it the sixth highest rated video game of all time on Metacritic. On the comparable website GameRankings, the average rating for Galaxy is 97.64%, which puts the game in first place among the best-rated video games of all time.

The following table provides an overview of the ratings Super Mario Galaxy received.

Magazine / website Rating
1UP A 1
4players 94/100
ComputerAndVideoGames 9.5 / 10
Computer picture games 1.42 2
Cubed3 10/10
Destructoid 9.6 / 10
Edge 10/10
Electronic Gaming Monthly 98/100
Eurogamer 10/10
Famitsu 38/40
Game Informer 9.75 / 10
GamePro 94%
GameSpot 9.5 / 10
GameSpy 5/5
IGN 9.7 / 10
N zone 96%
Nintendo Life 10/10
Nintendo Online 10/10
Nintendo Power 9.5 / 10
Official Nintendo Magazine 97%
The Video Games Guide 5/5
1Rated with American school grades
2 Rated with school grades

Awards and leaderboards

Both before and after its release, Super Mario Galaxy was nominated and awarded at the British Academy Video Games Awards 2008, the DICE Awards 2008 and the Game Developers Choice Awards 2008, among others . In addition, the game received several "Game of the Year" awards from major gaming portals and was included in several leaderboards.

The following table provides a selection of the awards that Super Mario Galaxy has received .

Surname Price / category result Date of nomination
or award
British Academy Video Games Awards 2008 Best game Won 10 Mar 2009
Best gameplay Nominated Feb 10, 2009
Best use of audio Nominated Feb 10, 2009
Interactive Achievement Awards 2008 Adventure Game of the Year Won 0Feb 7, 2008
Overall Game of the Year Nominated
Console Game of the Year Nominated
Outstanding innovation in gaming Nominated
Game Critics Awards : Best of E³ 2006 Best console game Nominated  May 2006
Best action adventure game Nominated
Game Critics Awards: Best of E³ 2007 Best console game Nominated  June 2007
Best action adventure game Nominated
Game Developers Choice Awards 2008 Game of the Year Nominated Jan. 22, 2008
Best game design Nominated 0Jan. 2, 2008
GameSpot Best of 2007 Game of the Year 2007 Won Dec 28, 2007
Golden Joystick Awards 2008 The Sun Family Game of the Year (3rd place) Won Feb 11, 2008
Nintendo Game of the Year (2nd place) Won
BBC 1Xtra Soundtrack of the year (3rd place) Won
IGN Best of 2007 Game of the Year 2007 Won   2007
IGN: Best of E³ 2006 Best platforming game Won  May 2006
Best Wii game Won
Japan Game Awards Award for Excellence Won Oct 15, 2008
Spike Video Game Awards 2007 Best action game Won Dec 11, 2007
Best Wii Game Won

Below are some leaderboards that Super Mario Galaxy was placed on.

  • The 50 most important games of all time ( Guinness World Records Gamer's Edition ): 29th place
  • The 100 Best Games To Play Today (Edge): 8th place
  • IGN Top 100 Games 2008 (IGN): 21st place
  • The Top 25 Wii Games (IGN): 4th place
  • Top 100 Games Of A Generation (IGN): 1st place
  • Gamasutra's Best Of 2007 (Gamasutra): 3rd place

Reception of the music

The Finn Jonne Valtonen wrote arrangements of pieces from Super Mario Galaxy for special concerts.

In January 2008 Nintendo released the official soundtrack album for Super Mario Galaxy via Club Nintendo , which was offered both as a selection version with 28 tracks and as a full “Platinum Version”.

As part of a list of the best video game soundtracks, IGN editor Alex van Zelfden wrote about the album:

“Naturally there's still plenty of quirkiness to be found in the score, but with exhilarating pieces like 'Gusty Garden Galaxy' that make the listener feel happy simply to be alive and the beautifully moving end credits, this is a perfect example of how video games are producing some of the most exciting new music of any medium these days. "

“Of course there is still a bit of quirkiness to be found in the sheet music, but thanks to refreshing pieces like 'Gusty Garden Galaxy' that make the listener happy to just be alive, and the beautiful, moving credits, this is a perfect example of that Video games are some of the most exciting new music of all media these days. "

- Alex van Zelfden : IGN

In January 2010, in Germany five school orchestra were concerts with the spring by the Finnish composer Jonne Valtonen entstamme ends arrangements of music from Super Mario Galaxy instead. On September 23, 2010, a concert called Symphonic Legends - Music from Nintendo was held in the Cologne Philharmonic . The orchestra conducted by Niklas Willén played a nine-minute piece with melodies from Super Mario Galaxy , which was arranged by Roger Wanamo. In addition, the album The Greatest Video Game Music , released in 2011, contains an arrangement of the Galaxy main melody Gusty Garden Galaxy recorded by the London Philharmonic Orchestra .

In the context of the Super Mario series

The game journalist Matt Casamassina wrote that the predecessor game Super Mario Sunshine was a noteworthy game, but was perceived as disappointing. The reason is that as the successor to Super Mario 64 , one of the first 3D video games, it was exposed to very high expectations and could not fully meet them. Casamassina compared this situation with Super Mario Bros. ( NES , 1985), also considered revolutionary , whose successor Super Mario Bros. 2 (NES, 1988) could not build on it. In this comparison, Galaxy corresponds to the then highly touted Super Mario Bros. 3 (NES, 1988), which was felt to be at least equal to the first Super Mario Bros.

According to the Edge, Super Mario Galaxy will even more than its predecessors live up to the claim that Super Mario games should leave the real world behind and offer surreal experiences. Since the direct successor Super Mario Sunshine did not fulfill this premise, Super Mario Galaxy is regarded as the “true” successor to Super Mario 64 . The Edge interpreted the tutorial level from Super Mario Galaxy , in which Mario had to capture three rabbits on a small planet, as a reference to Super Mario 64 , in which there were also rabbits that Mario had to hunt. Since this task is accomplished through different actions in Super Mario Galaxy than in Mario 64 , this tribute also illustrates the differences between the two games. The Edge also presented Super Mario Galaxy as an expansion of the revolutionary Super Mario 64 that cost Nintendo more than a decade of work and several unsuccessful attempts. Since Galaxy is based heavily on Super Mario 64 , takes numerous game elements from previous series offshoots and introduces the gravitational concept as an innovation, the game builds a new structure on a well-known foundation. This approach is typical for both the Super Mario series and Nintendo.

David Sirlin also commented on Galaxy :

“I've only said 'Wow!' a few times in the last couple decades of playing games. One of those times was for the breakthrough Super Mario 64 , a game that took action / platforming into a 3D world and made it work. It's fitting that I said it again over its (true) sequel, Super Mario Galaxy, a game that took action / platforming even more into 3D and made that work, too. "

“I only got 'Wow!' A few times. said in the past couple of decades playing games. At one point, this was for the groundbreaking Super Mario 64 , a game that took action / jump-'n'-run into the 3D world and got it rolling. It is fitting that I said that again about the (true) successor, Super Mario Galaxy , a game that promoted action / platformer even more into the 3D world and also worked. "

- David Sirlin, Game Designer : Gamasutra, 2008

Analysis of game concept and plot

Game designer David Sirlin analyzed the fun in Super Mario Galaxy in a report for the game developer website Gamasutra . To do this, he used a thesis by video game theorist Nicole Lazzaro, according to which there are four different types of fun in video games. The first type is the "hard fun" ("difficult fun"), which consists in mastering the challenges given by the game. According to Sirlin, Super Mario Galaxy fulfills this aspect in a special way, as the game informs the player directly about his progress and gives clear instructions. This is followed by "easy fun" (for example: "effortless fun"), which, according to Sirlin, is seldom found in video games and which is characterized by the fact that gaming fun is not linked to specific tasks. Sirlin states that collecting star parts and the variety of ideas in Galaxy add to the "easy fun". Sirlin sees the third point of Lazzaro's theory, the “social fun”, fulfilled in the form of the supportive two-player mode in Super Mario Galaxy . Finally, the player's emotions caused by the game contribute to the fun of the game. Galaxy offers this aspect mainly in the form of surprises in the level design and the gravity concept.

The game researcher Douglas Wilson emphasized in a report that Super Mario Galaxy - unlike most other Super Mario games - contains a deep, emotional story in the form of "Rosalina's picture book". In this action component, which has mostly been overlooked in the reception of the game, he sees the actual main plot of the game. This background story, “partly The Little Prince , partly My Neighbor Totoro ”, presents topics such as family and death from the perspective of a child. The content of this action matches the graphics, which are in the style of a hand-drawn picture book.

Ruben Aize Meintema dealt with Super Mario Galaxy against a cultural and aesthetic background in the article 'Planets as small as your house' (Eng. About "Planets, as small as your house") of the magazine Eludamos . He suspected that the developers The Little Prince served as inspiration for small planets that, due to their manageability, could create a feeling of security and peace. In contrast to The Little Prince , the planets in Galaxy do not stand for emotions, but are only obstacles for the player, which is why the game is "emotionally one-dimensional" compared to the book. After Super Mario 64 , the author recognized the second great innovation of rooms in video games in the planets , since the spatial levels would mean a drastic change in the controls. Meintema compared the new experience that these unconventional game worlds created with the impossible characters of the Dutch graphic artist MC Escher . By turning away from realism , Galaxy creates completely new playful possibilities.

In the context of the 3D platformer genre

Video game journalist Jeremy Parish wrote in his game review for the website 1UP that Super Mario Galaxy is not adding new ideas to the 3D platforming genre, but is instead rethinking it. In the years after Super Mario 64 , new games of the genre would have built on the same foundation and only expanded it with more complicated control schemes and new items. Super Mario Galaxy, on the other hand, frees itself from these burdens by looking back at the basics of the genre and adding new possibilities. Matt Casamassina goes on in his game review and describes Galaxy as the pinnacle of the 3D platformer genre.

Michael Thomsen, editor of the games portal IGN, sat down in an article called 'Does Mario Matter Anymore?' (“Does Mario still play a role?”) With the influence of the Super Mario series on the genre of 3D platformer games. After the predecessor Super Mario Sunshine failed to incorporate a deeper plot, Galaxy did not even try to tell an extensive story, but instead concentrated on the gameplay. Thomsen interprets this as an admission of the failures in the genre. He predicted that, despite the positive response , Galaxy would not lead to a revival of the genre, which is no longer at the center of the mainstream anyway . The gravitational concept from Super Mario Galaxy is an extensive innovation, but Thomsen expressed concerns about whether other games in the genre would take up this mechanic.

Reception through other video games

Ratchet & Clank: A Crack in Time (PlayStation 3, 2009) uses planetary levels in some sections that are reminiscent of Super Mario Galaxy . The studio behind the game, Insomniac Games , thought the gravity concept of Super Mario Galaxy was inspired by its game; Shigeru Miyamoto denied such a connection. The 3Dplatformergame Sonic Lost World ( Wii U / 3DS, 2013) wascomparedin numerous reviews with Super Mario Galaxy because it also uses spherical objects as levels. The game's developers also said that there were similarities between the two products. In Super Smash Bros. for Nintendo 3DS / for Wii U (Wii U / 3DS, 2014) there will bea battle arena modeled after one of the spherical levels from the gameas a tribute to Super Mario Galaxy . In addition, the character of Rosalina from Super Mario Galaxy found inclusion in other Super Mario games as well as offshoots of the racing game series Mario Kart and the beat 'em up series Super Smash Bros.

successor

Super Mario Galaxy 2 logo

At the E³ 2009, Nintendo announced the successor Super Mario Galaxy 2 , which appeared in mid-2010 for the Wii. EAD Tokyo was again responsible for the development, while Koizumi, along with Takashi Tezuka and Miyamoto, played the producer role. In Super Mario Galaxy 2 , Bowser kidnaps Princess Peach again, which is why Mario begins a new journey through the universe. The game principle from Super Mario Galaxy was expanded with additional items and new levels. In addition, Mario is supported by Yoshi on his quest .

Super Mario Galaxy 2 received similarly high ratings as its predecessor and, after this and The Legend of Zelda: Ocarina of Time (N64, 1998), ranks third among the best-rated video games of all time in GameRankings (as of 2013). With 6.36 million units sold worldwide (as of March 2011), Galaxy 2 remained behind its predecessor from a commercial point of view.

Between the two Galaxy parts, Nintendo launched the 2D offshoot New Super Mario Bros. Wii (Wii, 2009). Sales of the title in North America exceeded those of Super Mario Galaxy just two months after its launch . After Super Mario Galaxy 2 , the 3D Mario series was continued with Super Mario 3D Land (3DS, 2011), which sold faster than Galaxy in the first six months , and in 2013 with Super Mario 3D World (Wii U) . In mid-2013, Miyamoto indicated that Nintendo had not yet completely put the Galaxy concept aside.

literature

  • Super Mario Galaxy Strategy Guide . Great games.
  • Matt Fox: The Video Games Guide: 1,000+ Arcade, Console and Computer Games, 1962–2012 . McFarland, 2013, ISBN 978-0-7864-7257-4 , pp. 286 ( preview on Google Books ).
  • Steve Bowden: 100 Computer Games to Play Before You Die . John Blake Publishing, 2013, ISBN 978-1-84358-445-2 ( preview on Google Books ).
  • Ruben Aize Meintema: Planets as small as your house: A review of Super Mario Galaxy . In: Eludamos. Journal for Computer Game Culture . 4th year, no. 1 , 2010, p. 125–128 (English, online version [accessed November 16, 2013]).

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This article was added to the list of excellent articles on December 31, 2013 in this version .