This article is about the original Super Mario Galaxy. For its sequel, see Super Mario Galaxy 2.
Super Mario Galaxy | |
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Developer(s) | Nintendo EAD Tokyo[1] |
Publisher(s) | Nintendo |
Director(s) | Yoshiaki Koizumi |
Producer(s) | Shigeru Miyamoto Takao Shimizu |
Designer(s) | Yoshiaki Koizumi Shigeru Miyamoto |
Writer(s) | Takayuki Ikkaku Yoshiaki Koizumi[2] |
Composer(s) | Mahito Yokota Koji Kondo |
Series | Mario |
Platform(s) | Wii |
Release date(s) | |
Genre(s) | Platforming |
Mode(s) | Single-player, multiplayer |
Rating(s) | |
Media/distribution | 1 × Wii disc |
The game follows the protagonist, Mario, on a quest to rescue Princess Peach from the game's primary antagonist, Bowser. Levels are galaxies filled with minor planets and worlds, while gameplay is updated with 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 has been hailed by several gaming websites as one of the best video games of all time[3][4] and has won a BAFTA. GameRankings lists the game as the best reviewed Wii game and the second best reviewed game of all time. The game is the ninth best selling Wii game worldwide with sales of over 8.84 million.
A sequel, Super Mario Galaxy 2, was announced at E3 2009,[5] aSuper Mario Galaxy is set in outer space, where Mario travels from galaxy to galaxy in order to collect Power Stars, which are earned by completing galaxies 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 planetoids, walking sideways or upside down. The player can usually jump from one independent object and fall towards another one nearby. Though the main gameplay and physics are in 3D, there are several areas in the game in which the player's movements are restricted to a 2-dimensional plane, an element reminiscent of 2D Mario games.
The game's main hub is the Comet Observatory, a spaceship which contains six themed domes that provide access to the forty-two galaxies available in the game.[7] When the player first begins the game, access is available to only a few galaxies. However, as more Power Stars are collected, more galaxies become available to the player. 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 (small, collectible objects that serve as weapons and currency in the game). The Hungry Lumas may also appear within the galaxy, and when they are fed enough Star Bits, they will transform into other planetary bodies which will contain some form of puzzle or challenge which will reward Mario with a Power Star when completed. When 120 Power Stars are collected, the player has the ability to play through again as Mario's brother Luigi.[8] 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 one additional challenge for Mario and Luigi to complete, as well as two commemorative pictures that can be sent to the Wii Message Board upon each brother completing the challenge.
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 an extra Power Star. The Speedy Comet challenges the player to replay an episode within a varying time limit. The Daredevil Comet has the player replay a section of a level with Mario's maximum health reduced to one unit, meaning that the player must complete the objective without being damaged once. The Cosmic Comet pits the player in a race against a doppelgänger of Mario (or Luigi) to a Power Star. The Fast Foe Comet makes a galaxy's enemies twice as fast and thus harder to avoid. The Purple Comet, accessible only after completing the main story, allots 100 purple coins (or 150, though only 100 have to be collected) across an area of each of the 15 six-star galaxies for the player to collect, sometimes within a time limit.[9]
The player gains a new ability early in the game, known as the "Spin" technique, which has previously appeared in varying forms since Super Mario Bros. 3. In Super Mario Galaxy, the Spin is primarily used for melee attacks, 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's health consists of a three-piece power meter, which is depleted by contact with enemies and hazards. When swimming underwater, Mario has an air supply meter, which quickly depletes his main power meter if it runs out. Mario's health can be restored by collecting Coins and his air supply by touching bubbles. When the power meter becomes empty, the player loses a life and must go back 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 Coins without losing a life, or 50 Star Bits. Blue Hungry Lumas (known as "Luma Shops") can also exchange 30 Star Bits for a 1-Up Mushroom or Life Mushroom in certain galaxies, usually just before a boss battle.
Rosalina's Observatory eventually 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; however, in doing so, Bowser's sun collapses into itself, becoming a supermassive black hole that begins consuming the nearby galaxies, the Observatory, Peach's Castle, and Bowser's airships. All of Rosalina's Lumas jump into the black hole to destroy it, but sacrifice themselves in the process. The black hole collapses into a singularity and explodes in a supernova. Rosalina appears to Mario, stating that stars never die and 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.
[edit] Development
The concept for Super Mario Galaxy's game play originated from ideas taken from Super Mario 128, a tech demo shown at Nintendo Space World in 2000 to exemplify the processing power of the Nintendo GameCube.[14] The demo's director (and director of Super Mario Galaxy), Yoshiaki Koizumi, desired that one of the demo's distinguishing features, spherical-based platforms, would be used in a future game, but was held back in belief that such a feat would be "impossible for technical reasons".[1] Mario creator Shigeru Miyamoto suggested to work on the next large-scale Mario game after Nintendo EAD Tokyo finished development on Donkey Kong: Jungle Beat in late 2004,[15][1] pushing for the spherical platform concept to be realized.[1] A prototype of the game's physics system took three months to build, where it was decided that the game's use of spherical platforms would best be suited to planetoids in an outer space environment, with the concept of gravity as a major feature.[1] During development, the designers would often exchange ideas with Miyamoto from his office in Kyoto, where he would make suggestions to the game design.[1] Miyamoto ended up being more involved in the development of Galaxy than he did with Super Mario 64 and Super Mario Sunshine.[citation needed] The game's script was written by Takayuki Ikkaku,[16] though Koizumi was heavily involved in the creation of the story.[2]The idea for Mario to have a "spin" attack came during the early stages of development, when it was decided that jumping on enemies on a spherical map would be difficult for some players. Initially the "spin" was activated via rotation of the Nunchuk's control stick, but after motion sensing was confirmed to be implemented in the Wii Remote, the "spin" was changed to be activated through shaking the controller.[17] Koizumi suggested that Mario's life meter should have a maximum capacity of three instead of eight (which Mario had in the previous two games), but at the same time more 1-Up Mushrooms would be placed in the game and checkpoints would be added, in order to balance the game's difficulty. Satoru Iwata noted "the fact that the intensity factor changes according to whether the life meter is set to 3 or 8 is representative of the things that players do not notice that actually change the gameplay dramatically."[18]
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.[19] 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 at any time.
[edit] Music
Super Mario Galaxy: Original Soundtrack | |
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Soundtrack by Mahito Yokota and Koji Kondo, performed by the Mario Galaxy Orchestra | |
Released | January 24, 2008 (Japan) |
Genre | Video game soundtrack |
Length | 67:05 (Original Edition) 129:54 (Platinum Edition) |
Label |
The official soundtrack was released on January 24, 2008. It was an exclusive to Club Nintendo subscribers in Japan, although as of November 2008 both versions of the soundtrack are available from Club Nintendo of Europe. The soundtrack was released in two versions: the Original Soundtrack, which only contains 28 tracks from the game, and the Platinum Edition, which contains all 81 tracks 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.[28]
nd was first released in May 2010.[
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