Developer: Nintendo EAD Tokyo
Publisher: Nintendo
One Player
Nintendo Wii / Nintendo Switch
Reviewing a Mario game seems ridiculous - by this point, one character, an
Italian plumber in blue and red, was already a mascot for a legendary videogame
company, Nintendo, so any attempt to
paint anything new in opinion is comical. That is before you consider this is a
big game, highly well regarded, with a budget visibly onscreen and a games
console (the Wii) to sell by making the 3D platformer stretch its prowess and game
play technology fully. You could argue that one, amateur or professional,
should question a game's legacy especially if the franchise is one that is
considered a sacred cow, with a lot of money behind it, but honestly that feels
less an issue with a company like Nintendo,
when the issue has always been when the publisher and hardware manufacturer
refuses to make games available, even bad ones or from consoles like the
Virtual Boy, and get angry people pirate them.
If there is anything new to this
review, it is entirely from someone who never grew up with Nintendo's catalogue and consoles. If I am to be blasphemous, to be
a man who buys a Wii second hand when
some games now second hand cost more than the actual console, I will say right
now my admiration for Super Mario Galaxy
in its style and game play will not mean I will suddenly start playing Nintendo games now over obscurer work,
and any I do take a fancy to will be whims more than the passionate interest I
have even for the misbegotten doomed to perish for lack of sales. As much of
this is a contrarian nature, to want to root for the underdogs and the
miscreants of art, even if that can lead to questionable ideas and more
questionable game mechanics, but as much of is innately that usually, for me,
something that is widely popular can arguably be more conventional to appeal to
the masses. A console like the Wii is
more fascinating now, whilst only some of the games of ridiculously prized on
the resell market, for the curiosities than Mario or Zelda, and if I take
interest in Nintendo games, they are
the curiosities and the strange experiments. As much of this is that, like many
sacred cows like the Star Wars franchise
or arguing with people on Twitter, I
never submerged myself in these institutions, never growing up with Nintendo work in my childhood because I
had a Sega Saturn and Playstations one to two in my house. The
only time I have played a Mario game
before this one is the Gameboy game Super Mario Land 2: 6 Golden Coins (1992)
as a child, and we have come a long way from that title to Super Mario Galaxy.
With the Switch in 2022 became
even more a huge seller than even the Wii,
which shows just how exceptional Nintendo
have been in getting two generation defying gaming platforms released, these
characters and their newest innovations are still going to compel people to
their work and hardware. In this case, like if I was to buy a Switch eventually, it seems as if it was
at least mandatory to have a Nintendo
game if I was to acquire an old black cased Wii
for my collection, like a passport you have to acquire. Admittedly, despite the
popularity of the Wii, it is
surprising that, when acquiring it from a second hand store, there were very
few games there of personal interest, almost enforcing that I would be playing Super Mario Galaxy as fate even if I
ignored the others. Thankfully you see here why Nintendo, when they get things right, are a behemoth as they are,
and even a contrarian like myself admires the hard work they bother to put into
their mascot's work.
By this point, the franchise had
been a long one existing since the eighties.
The reference to Mario being their mascot, and to push the hardware's
capabilities, was emphasised when Super
Mario 64 (1996) opened the door for 3D platformers on the Nintendo 64, a console made for the game
down to its controller. Three dimensional platformers came before and just
after, and I played a few, the Jumping
Flash! (1995) to the infamous Bubsy
3D (1996), but Mario 64 became
the game everyone wanted to hitch a trailer onto after its breakout success. By
this point to, this presents the obvious problem, when franchises are
institutions, of constant sequels. Not because of their existence, but that by
this point, a character like Mario and his Nintendo
band mates are ageless cartoon characters and you can either a) alienate the
fan base with a drastic change, or b) continue the same story and tropes and
figure out how to keep things fresh. This is not an insult at all, especially
as Super Mario Galaxy managed the
second successfully, but in mind that, at this point with Princess Peach being
kidnapped by the turtle-like giant Bowser again, attempting to bring a
continuity to the games is going to either involve Stockholm Syndrome, or the
kind of not-safe-for-work fan theories (and art) Nintendo are never pleased with existing. Even in game, whilst
kidnapped with her castle taken into the galaxy far away, she managed to get
letters still to Mario with five bonus lives continually, suggesting this is
not as much as a struggle as before but a constructed fantasy between the three
characters of Peach, Mario and Bowser to entertain themselves. Only the actual
peril the plumber has, and Bowser's decision to harness the power of the cosmos
and black holes adds severity. The later is a really dumb thing to do,
especially as with full spoilers, if not many, the ending literally suggests
the Mario world was destroyed and rebuilt in a new dimensional plane.
Made with director Yoshiaki Koizumi in the seat, having had
his trial by fire before as a director on Super
Mario Sunshine (2002) as his first directorial work, a heavily promoted
game in 2000s game magazines for the Gamecube
that became more divisive for fans as time passed, Galaxy is literally my first proper 3D platformer since I was a
child. This is insane to consider but in mind, to my exile from videogames,
also a huge advantage to seeing how far games in this genre have evolved. The
camera here is still a pain at moments, but the mushroom consuming plumber has
the advantage that Nintendo have had
a lot of time to hone these games, with the legitimately curious touch that
this has to sell a console specific controller which is surreal to consider
nowadays as mainstream. Wiis were so
commonplace that you could even find one gathering dust on a sell in a
hospital, as I have seen, managing the rare achievement of even winning over
non-gamers to them. It led to a lot of shovelware, and zumba games second-hand
in charity stores in Britain, but it comes with the peculiar aspect, in danger
of causing interesting games to not be preserved, that Nintendo put their resources entirely onto full motion control play
even if a "classic controller" was made available too. Super Mario Galaxy, in its original
version, had to be played with that controller and a "nunchuck"
attachment, a controller which is full motion control to aim onscreen, the
nunchuck providing the movement stick and jump.
The additional aspect, which is a
huge virtue aesthetically and in gameplay, is that with its American cartoon
plot, with Bowser carrying Princess Peach to the centre of the universe, Mario
finds himself interacting with a figure named Rosalina and her space station
full of cute Lumas, star-like creatures who became planets and other
intergalactic forms, needing to help repower her station to reach his arch
nemesis by travelling around tiny weird planets. The game from the get-go has a
playfulness that is its biggest virtue, its sense of colour and pop fell in how
everything is already pleasing aesthetically, and that the game's modus
operandi was clearly for the staff to come up with every idea for a game play
mechanic, or level design, that they could. There were enough rejected concepts
to fill out a Super Mario Galaxy 2
(2010), literally the add-on sequel of all the other ideas after this
prequel's incredible success.
The Wii's motion controls, even lucking into a later MotionPlus controller
for my black plastic box, and specifically the motion sensor bar is a finicky
little creature, with Mario attempting to roll on a giant ball a nightmare for
the worse example of how, in attempting to set the console up, it was a machine
betrayed by one's living quarters rather than the technology being at fault. That
said, there are moments where the game does occasional fail, as whoever came up
with the giant spring power up that turns Mario into a perpetual bouncing
spring, where the bounce button is unpredictable and a greater problem than Mario
hoping about in all-directions, should have had a stern talking to about
figuring out ideas first on the drawing board. I am admittedly late to the part
for that example, as many gamers who bought this brand new in the day lament
that power-up's existence, and aside from little decisions like this, ninety
percent of this game is innovation backed by Nintendo forcing everyone to make
the game to their best. Even these flaws (and the camera's occasional misposition
due to a dynamic shot angle) feel closer to the mistakes made by people trying
to create than sloppiness, something that sums up the console as much as the
game meant to sell the Wii.
A lot here is stuff which gaming
really needed more of from the earlier days, how it is designed for anyone to
play, right down to bosses having very obviously designed ways shown to find
their weaknesses, for the better, but that this will ramp the difficulty up in
the end for a challenge at the right time too. The final boss battle was
practically a breeze when, to even get to the fire breathing dino-turtle once
played by Dennis Hopper, you have a
literal assault course of homing bullets with eyes in a vast nightmarish
obstacle course before you. The game finds a right balance between its
playfulness with its steadily increasing challenge, more so as (in the moments
of grimness to a brightly coloured game) falling off the planets in this game
leads to Mario being sucked into black holes or into the molten cores of satellites,
let alone any of the challenges if you stay on the platforms. Everything has a
playability that, once you grasp the instructions, is precise and well made.
You start in a main hub with Rosalina's space station, with its mass of
platforms and secrets, with both the stars you need to acquire per level to
complete the story mode, including multiple versions of levels for variety of a
setting, alongside there being a lot of content here even after the story mode
is completed. You have collectables, but the star bits, are practically both as
a way to feed Lumas, even mid-level, to create new bonus stages, and also for
firepower, as using the Wii remote
like a gun allows you to fire them at enemies to stun them. Coins are
collectable, but also you use them to replenish life, with the risk that you
only get them for stomping on enemies then spinning into them.
This is before you even get into
the imagination in the game. You will run upside down in a dome slowly
shrinking in space to escape, in one of the most inspired levels I have played,
one of the many moments where the intergalactic aspect of the game is used for
Mario having to move in various different gravities and even walking sideways
or upside down in moments. As someone who always found 3D platformers
inherently surreal, with their floating platforms inexplicably in the air since
childhood, this really took that further in how you will even wander sideways
on a giant robot arm as platforms, or on tiny little planets you can run or ice
skate around shaped like holed doughnuts to giant wooden Yoshi heads. Even the
swimming mechanics, whilst awkward for me, grew on me especially when you can
ride shells underwater and eventually fight a giant skeleton fish later on in a
riveting moment.
Moments are also surprisingly
adult. Beyond the ways Mario can buy the farm, or that I am curb stomping giant
caterpillar creatures, this surprisingly becomes cosmic, as the ending
literally has an ode to the cosmos nature of life continually in cycles and
regeneration as Bowser is playing with material that can absorb the entirely
galaxy if he fell into it. It also leads to the real story of Super Mario Galaxy, an emotional core of Rosalina, introduced in
this game and to the franchise. Unlocking chapters of a fairy tale that is her
own story, told as pastel drawings, she is a girl who became lost in space with
a Lumaand become a mother to them all, a tale with is legitimately sweet and
profound. As Bowser and Mario continue their usual combative narrative, Super Mario Galaxy's real story is
hers, warmly welcomed into the canon even if, sadly, Galaxy's sequel ditched the hub world for level select, and Rosalina
herself joins the team for Smash
Brothers games and karting races. The later is not an insult to those as,
getting even in the Wii, it is
inevitable I will explore them, merely a joke that bares in mind that, at the
beginning, her creators created someone in this franchise you cared for this
late in its cycle when the gameplay would have been enough.
The game's entire aesthetic won
me over, even as the contrarian more inclined to the weirder games now opened
on a Wii. Entirely based around
replacing floating platforms with full tiny little planets to hop on in most
level, its playful nature as a game won me over; even with moments of
fiddliness with the game, the carte blanche to try anything leads to a very
inventive production where the planets can be anything, from a kingdom of bees
fending off moles to toy lands, and even gravity can be toyed with you can open
up upon so many enticing ideas. Platformers, especially 3D ones from my
childhood memory, had that innate surrealism to them, but here with Mario even having
to fly through space to get to levels and new areas, you have a cavalcade of
videogame aesthetic and tightly produced gaming that Nintendo deserve praise for.
It was obviously the game they
had to sell the Wii, if it had not
been sold to the public before, and the higher ups let the design decisions be
a white board filled in every corner with ideas to accomplish this goal. Once
you adapt to the platformer being warped in this game's premise, remembering
controls will be different when you are upside down on a round satellite in
space, you have so much to work with and that is not even bringing in the
powerups and level specific gimmicks, excluding that one spring, which work.
Being able to turn into a bee and fly temporarily; turning into a ghost Boo
and, in an unintentional adult moment, realising now the other Boos rather than
hurting you find you very attractive, and still float towards you; or turning
to ice and freezing water under your feet among examples. Nintendo's desire to make sure their mascot has a great game meant bringing
in their A-level work, feeling like they had to work here with greater care,
even if taking a huge risk with working around a very idiosyncratic gaming
controller. From the look of the game to the music by Mahito Yokota and Koji Kondo,
orchestral at its sweetest and other times playful depending on the level, I
cannot lie and say Super Mario Galaxy
does not set a high bar for great game development even in terms of still
having a personality and whit to it, even if there are more awkward playing
games I will fall in love with and place higher than this inevitably. It says a
lot that, barely scraping the barrel's bottom in terms of content, as you have
many levels to complete and challenges still to beat, I still got my fair share
for a game bought second hand long after its success. It was still, even in the
context of choosing this or a piece of shovelware from little choice in the
moment, a damn good introduction to the Wii's
idiosyncrasies with Nintendo's own altogether.