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Super Mario Galaxy Box Art
GENRE
Platformer
DEVELOPER
Nintendo EAD
PUBLISHER
Nintendo
NUMBER OF PLAYERS
1-2
WI-FI ENHANCED
Yes
DS COMPATIBLE
No
BUY NOW AT

Super Mario Galaxy

Among the stable of Nintendo’s formidable properties, none are as iconic as the games that contain the words "Super Mario." Every Nintendo console has featured an incarnation of the flagship franchise, whether it be the beloved Super Mario Bros. trilogy on NES, the epic Super Mario World on SNES, or the extraordinary shift to 3D in Super Mario 64 on N64. For some fans, though, the series seemed to lose its way with GameCube’s unorthodox Super Mario Sunshine, which eliminated the series' power-ups in lieu of an upgradeable water pack. In that context, hopes were high that Super Mario Galaxy could not only give Wii a blockbuster title, but also bring the series back to the brilliant game mechanics that made the series a household name.

Those hopes have been fully realized, and then some. Super Mario Galaxy is a quintessential triple-A title, with an extraordinary level of spit and polish that shows in every facet of the game. Galaxy also marks a return to some of the series best mechanics, combining old and new in a way that is both powerfully nostalgic and wonderfully revolutionary.

visuals

From a technical standpoint, Super Mario Galaxy is almost without peer on Wii; only Retro’s Metroid Prime 3: Corruption is in the same league. Galaxy glows with fantastic spacescapes, generous draw distances, detailed enemies and steady framerates. Objects are clean and crisp, glowing with smooth appearances and some really nice lighting implementation.

The art direction is no less impressive. Everything in the game just explodes with aesthetic value, particularly the wondrously detailed spacescapes. Each world in the game is a unique place unto itself, with a flavor and style that distinguishes it from other worlds. What’s more, Mario’s flights through and around these worlds is handled with some nicely-choreographed cinematography, lending a theatrical feel to a series that was once much more static.

audio

Nintendo finally made the move to a full-on orchestra with Galaxy, and the end product is a soundtrack that is head-and-shoulders better than anything in the series. The title anthem -- which is by turns bombastic and ambient -- is the harbinger for a soundtrack that evokes a wide range of emotions. Some of the themes are playful and spry, like the Disney-esque hub world theme. Others are ethereal and light, evoking a sense of deep space. Still others exhibit a stately and powerful cadence, like the spectacular revisioning of the old Super Mario Bros. 3 airship theme or the wicked anthem accompanying the final battle. Nearly all of it, whether a remix on an old tune or a wholly original piece, is so memorable that it remains in the mind in a way precious few soundtracks do.

The rest of the sound effects are a little more mixed. On one end, you have the sound effects, which are really unique and appropriate to the on-screen actions they represent. Then you have the voicework, or lack thereof. Unfortunately, Nintendo has once again opted out of providing vocals beyond a few grunts and exclamations, and while that might be fine in some instances (Mario may be better off as the silent protatonist), it is tragic in others. Most notably, the character Rosalina has a lot of dialogue in the game but feels muted and detached for her lack of voice work.

gameplay

Super Mario Galaxy is one of the longest and deepest entries in the franchise to date. While a minimalist could blast through the main storyline in 15-20 hours, acquiring the full 120 available stars will take upwards of 30. The game also features an unlockable "second quest" that pushes the game length up to the 50-60 hour mark.

The tricky part of designing a game like Galaxy is tailoring it for a wide audience, but Nintendo has walked that tightrope with aplomb. The game sports a variable difficulty that accommodates casual players while offering some steep challenges for hardcore gamers. For the lighter crowd, accumulating the requisite 60 stars and facing Bowser will prove a moderate but attainable endeavor. But for the hardcore crowd looking to see the "real" ending and unlock the game’s second quest, picking up all 120 stars proves a surprisingly steep challenge. Some of the comet challenges can be especially difficult, particularly when Mario is thrust into a boss battle with only one hitpoint or when Mario has to collect purple coins across a wide, dangerous board of disappearing and rotating tiles. This nod to the core gamer is a credit to Nintendo’s keen ability to design games with broad appeal.

Gameplay in Galaxy is a brilliant mixture of old and new. After a long hiatus, some of the series’ most beloved power-ups are back, including the fire flower and invincibility star. Also back from the dead are the animal suits of Super Mario Bros. 3, which find new life here in the form of Bee Mario and Boo Mario. The acrobatic platforming (including the triple jump and ground pound) that marked Super Mario 64 and Super Mario Sunshine is back, too, with some tweaking and refining.

At the same time, the game pushes forward with several key innovations. One of the most obvious will be the game levels themselves, which now revolve around various celestial bodies. Most levels consist of any number of small and large planets. Mario can run around and often under these planets, held in place by each planet’s individual gravitational force. Travel between planets is usually effected by a launch star that acts as a sort of galactic slingshot; it’s a visceral and satisfying mechanic that never grows old.

Another key innovation is the control. EAD took a sensible, intuitive approach to the Wii remote, and the result is a system that feels remarkably natural. Moving is handled through the analog stick, jumping happens with the A button, and crouching is effected with the Z trigger. The Wii remote’s IR pointer can be employed variously to pick up star bits, shoot out star bits, and grab onto pull stars. Shaking the Wii remote or nunchuck is used to activate a spin attack or trigger a launch star. As a whole, control really works well; the button layout is commonsense and the IR and motion functions are a cinch to pull off. Even the camera, which is often the bane of 3D platformers, is above par here thanks to a smart auto-camera system in place. Alternatively, the game allows manual camera rotation with the d-pad or centering with the C button.

Tops among control schemes is Galaxy’s underwater mechanic, which is easily one of the most fun and satisfying parts of the game. As in previous iterations, Mario can dive into water and swim for limited periods. Unlike previous iterations, though, he can be far more mobile. For example, the spin attack has a cooldown time on land, but in the sea it does not, so repeated shaking of the Wii remote will move Mario through water like a propeller. An even faster mode of travel is a Koopa shell, which can be acquired by executing a spin attack near one. A Koopa shell carries Mario through water like a guided torpedo while casting an unexplainable strange but useful searchlight out in front of the plumber. The Koopa shell can be fired off -- green Koopa shells are dumb-fire, while red shells are homing -- at the cost of use of the shell as a ride, which creates some really interesting strategy situations. One memorable boss fight, for example, puts Mario in a constant cycle of maneuvering behind a boss on a shell, firing off the shell at a boss, and scrambling over to another shell. Moments like that are standouts in the game, although they are confined to just a few levels.

A few other level types make special use of the Wii remote. One level type places Mario on a giant ball, which is maneuvered by tilting an upright Wii remote in different directions. Another level type involves surfing on a manta ray, which is controlled by holding the Wii remote level and twisting it to the left or right. Yet another level style incorporates the use of Mario in a bubble, which is operated by using the IR to direct wind in Mario’s direction. All of these special level types are a nice change of pace from traditional platforming, although some of them (the water levels in particular) can prove steeply challenging and occasionally frustrating.

Galaxy has a few other features that really add value to the game. First, the game uses a currency called star bits which can not only be used for stunning some enemies, but can also be used to purchase access to secret levels and worlds. Second, the game abounds with aforementioned extra levels, which often offer variety and a heightened challenge over the standard levels. Third, the game offers a decent side narrative that illuminates the Rosalina character and how the observatory -- the game’s hub world -- came to be. Lastly, the game offers a bit of online compatibility by allowing a players progress to be sent to the Wii Message Board, where it can be e-mailed to friends.

Nitpicks with the game are relatively minor ones, although they deserve mention. One, the fire flower and ice flower are cool components of the game, but they are painfully temporary, only lasting 20 seconds -- far too short a time to really enjoy them. Two, with the exception of the Life Mushroom (which increases health), power-ups seem a little on the rare side, especially the aforementioned flowers. Three, the Rosalina character, while interesting, feels a little out of place with the rest of the "save Peach, defeat Bowser" plot. Finally, it would have been nice to have seen a few more Koopa kids brought into the storyline, especially given the Super Mario Bros. 3 influence in the form of airships.

multiplayer

Galaxy features a rather unusual two-player co-op mode. While the first player handles Mario himself, the second player acts as a sort of "hand of God." Player two can, like the main player, fire off star bits, but the second player can also grab and even manipulate elements on the screen, particularly enemies. This latter element is quite useful for veteran gamers wanting to give younger or inexperienced players an extra hand, as the second player can actually pin down -- and in some cases even destroy -- enemies.

overall

Super Mario Galaxy stands tall as one of the best entries in one of the best franchises in gaming. A formidable graphics engine, endearing art design, superb music, a lengthy adventure, superb difficulty, a smart camera, and cool throwback power-ups are just a few highlights of a title that is gaming at its finest. What’s more, the game makes use of the Wii remote in a way that is at once intuitive and ingenious; this is a game that is both accessible to the average gamer (especially with the assistance of the two-player mode) and virtually impossible to replicate on another system.

The question of whether or not to buy is not a question at all. By virtue of its design, this is one of those exceedingly rare games that will appeal equally to a vast swath of Wii owners, both casual and core. Super Mario Galaxy is arguably the best game on Wii to date and is a must-have for almost everyone.



final score 9.8/10





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Staff Avatar Joshua Johnston
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