The King is back; this was the first thing I thought when I heard about Super Mario Galaxy. Yes, because he, Mario, an Italian plumber, is the King of video games, the quintessence of gaming fun. And, with this fantastic title, in my opinion the best 3D title in history, Nintendo has achieved perfection. In every aspect.
Story
Mario is invited to a party for an event that occurs in the Mushroom Kingdom once every hundred years, the passing of a mythical comet, which sheds a rain of Star Bits, which we will talk about later. The evil Bowser – after being almost entirely absent in the old Super Mario Sunshine – takes the opportunity to kidnap Peach, but this time he does it in grand style, taking the entire castle with him. Mario, left on the castle, is thrown away by the blow of a Kamek, a witch, and finds himself unconscious on a strange, very small planet, where he has to chase three rabbits, who then reveal themselves to be Lumas, which are stars that have yet to be born.
After being captured, they will lead him to Rosalina, a mysterious girl who is their "Mama," who explains to Mario that Bowser has stolen the Grand Stars, stars that gave energy to Rosalina's home, the Comet Observatory, to use them for his evil purposes, namely to rule the universe. So she asks if he wants to help her, so he can also save "his friend," meaning Peach. Mario, of course, agrees; thus he finds himself on this Observatory, from where all missions originate, and he must collect the Power Stars and Grand Stars to power it up, which turns out to be also a spaceship, with which to reach the center of the universe, where Bowser's hideout is, where there will be an epic duel to decide the salvation of the entire universe.
Game Structure and Levels
The goal of the game is to collect the Power Stars (115) and Grand Stars (6) to restore energy to the Observatory, and so far nothing unusual. The special thing is that Power Stars are not just one type, but there are 3 types: the classic yellow ones, green ones, and red ones. The last two types can unlock various contents, which I will discuss later. There is another type, a "minor Power Star," which are the 5 silver stars that, once all are found in a level, will merge to create either a Yellow or Green Power Star.
The gameplay structure, not dissimilar to that of the previous Super Mario 64 and Super Mario Sunshine, is divided into 6 major areas, which correspond to 6 "rooms" of the Comet Observatory (Terrace, Bathroom, Kitchen, Bedroom, Engine Room, and Attic), each containing 4 or 5 galaxies, some larger and others smaller; specifically, some will have only 1 star, so they consist of a single mission, while others have 6 or 7 stars: 3 base stars, one (or two) secret stars, and two comet stars, which I will talk about a few lines further down. In addition to these observatory galaxies, there are galaxies that unlock by feeding special Lumas with Star Bits; once they receive adequate nourishment, they transform into small galaxies, consisting of a single level. Moreover, there are 3 Challenge Galaxies, unlockable through Green Power Stars, where you must undertake some rather difficult tasks to win 3 Power Stars. Finally, there are levels for final Boss fights: there are six in total, 3 against Bowser Junior and 3 against Bowser, and they are found in every room, except in the Attic: in fact, the last confrontation will take place at the Center of the Universe.
Besides the aforementioned 6 rooms, there are 3 other areas of interest in the Observatory: one is the garage, where the Toads will be, with their mini mushroom-shaped spaceship, ready to help you hunt for stars: sure, they will capture only one, but they'll give useful advice and are quite comedic. Also, Luigi will be present, whom you must first rescue from a ghost galaxy, and he too will go hunting for Power Stars, managing to get 3. Though, he will always get into trouble, and you'll have to help him. The other area is the Library where, from time to time, Rosalina reads a story to the Lumas, as I have already mentioned. The final area is the Children's Room, through which you can access a small planet (the initial one) where you can unlock Mario's Glide form by obtaining a Red Power Star.
Once all 120 Stars are collected (the game can be completed with 60), and once Bowser is beaten for the second time, after the very long (and beautiful) final cut scene, something will happen. A message will appear, informing you that you can use Luigi as a character, for the first time in the history of canonical 3D Super Mario games, with which you will replay the entire game. Luigi can jump higher and run faster than Mario but will be more difficult to control: for the rest, he will be like his brother. Once you collect 120 stars with him as well, you can unlock the secret star, the Grand Finale Galaxy. You will return to Peach's Castle, and you must simply walk the path collecting 100 purple coins; moreover, all the "Good" characters of the adventure will be there to greet you.
So in total, there are 242 stars: 121+121.The comets, through which you can win new stars, are the "Space Typhoons". Essentially, they alter the missions of the galaxies: one type forces you to race against your double, another sets a time limit within which you must complete your mission, yet another will have you complete the entire mission with one HP, instead of the usual three: one shot, one kill, which is very stressful; another, present in all levels, will force you to collect 100 purple coins: in some cases, it will be timed, meaning 100 coins out of 150 in 2, 3, or 4 minutes (depending on the levels), in others you will have to explore the entire level.
Now, let's talk about the actual levels. The variety of settings is impressive, from the Beach Bowl Galaxy, which indeed is a fantastic tropical atoll, to the Freezeflame Galaxy, where ice and lava blend together for beautiful images, from the Gusty Garden Galaxy, where there are tiny planets connected by winds that you have to ride while holding onto a flower, to (this is the last one, I swear) the Toy Time Galaxy, where there is a gigantic 1980s Mario on which you have to jump from side to side to find the 5 silver stars. The tests to pass to conquer the coveted Power Star are very varied: you must defeat giant moles, overcome colossal traps, move quickly while avoiding meteorites, challenge a ghost to a race, go above, below, right, left... The most peculiar and, to me, genius aspect of this game is the revolution in terms of gravity, a revolution that, after the 3D one of Super Mario 64, marks a big step in video game history. Essentially, with the presence of small planets, gravity will be related to these, so that, by going upside down, we stay attached to the planets; of course, this doesn't apply everywhere, otherwise, it would be too easy: in many areas, there are black holes, so if you fall, you will lose a life.
Controls
The playability of this product, like all the King's games, is perfect. After 5 short minutes of gameplay, you will know how to do everything. The controls are articulated by the combination of the remote plus Nunchuck, and they are of a simplicity – and effectiveness – astonishing. To move, you use the analog stick, while to jump you use the A button. Additionally, you can crouch by using the Z button, which, when combined with the A button, offers other combinations, such as backward jumps, butt-stomps, and long jumps. The arrows will be used to adjust the camera. By pointing the cursor on the screen, you can collect Star Bits, and, with the B button, you can throw them. "What are Star Bits?" you might ask. They are tiny star fragments found scattered here and there in the levels, which can be used to hit and stun enemies, or to feed the Lumas scattered in the Comet Observatory and the levels who, when fed with an adequate number of Star Bits, will transform into new planets or new galaxies. Moreover, collecting 50 of them grants an extra life, just like collecting 50 coins (which have much less importance than in the past). The most important innovation from a control standpoint is the spin. Indeed, by shaking the Nunchuck or the remote, the mustachioed plumber will spin, and with this move, he can activate mechanisms or stun enemies, who, if approached while stunned, will get kicked. Note that if you eliminate an enemy with the classic jump-on-the-head, you get a coin, but if you eliminate it with the spin, you get Star Bits. The cursor is used on other occasions as well; for example, by pointing it towards certain blue planets and pressing A, Mario will be attracted to them with a gravitational pull, enabling him to surpass otherwise impossible-to-cross valleys.
A separate mention goes to marine controls: Mario moves with the analog stick, swims faster with the A button, dives with Z, and does dashes by shaking the remote. Also, if you grab a shell – green or red, with the latter being faster – you'll swim very quickly and with great control ease.
Additionally, in some levels, the programmers have included entirely different control types, where the remote's potential is much more heavily utilized.
Starting with the most fun, there are three levels where you must ride aboard a ball containing a Power Star, and to control it, you must hold the remote vertically and, by tilting the remote to the right, the ball will move to the right, and depending on the scope of the water, the ball will move faster or slower; at the end of the course, you will obtain the Power Star inside the ball. Another fun control, featured in two levels, is the Manta Surfing; Mario will have to complete a water course standing on a manta, which is controlled using the remote, held horizontally and tilted to spin the manta with Mario on it; furthermore, shaking it upward will make Mario's ride jump. If you manage to complete the course (there are two, one easy and one hard) within a specified period, you will obtain a Power Star.A third control type, also used in two levels, involves Bubbles; Mario will be "imprisoned" in an air bubble, and with the cursor, which turns into a kind of bellows, you must push Mario through the level to obtain the coveted Power Star.
The last unusual control type, appearing in several levels, but one is entirely characterized by this, involves elastic Catakillers, which are funny gray, elastic things to which Mario clings; you'll need to pull them back with the cursor and release to launch Mario towards a specific target, be it a Power Star or a planet to continue the adventure.
Transformations and Power-Ups
Now, let's talk about the countless transformations Mario can utilize in this game, decidedly more numerous compared to Super Mario 64 (where there were 3) and Super Mario Sunshine (where they were absent, unless you consider the 4 different aspects of F.L.U.D.D. as transformations).
Bee Mario: with this transformation, obtainable through a honey-colored mushroom striped brown, Mario becomes a bee, capable of flying for a short time and sticking to honey-covered walls. If Mario touches water or gets hit, the disguise disappears.
Boo Mario: Mario, accustomed to fighting Boos for years, can become one of them. By using a white mushroom, Mario can become a Boo with a mustache and red hat; thus, the plumber can float by pressing the A button or, using the spin, he becomes transparent for a few seconds and can pass through walls. If Mario touches water, light, or an enemy, he turns back to normal.
Spring Mario: via a springy, spiral mushroom, Mario is wrapped in a spring, allowing him to jump to towering heights; the downside is he never stops bouncing, even when standing still, making control difficult. Touching water, being hit by an enemy, or using a launch star will cancel the transformation.
Fire Mario: after being absent in all Mario's 3D games, this transformation is back, and it does so in great style. Through a red and yellow flower, Mario's suit changes color to white and red. "That's all?" you'll wonder. No, of course; he can throw, by shaking the remote, devastating fireballs that burn everything they touch and can unlock mechanisms. It lasts a specified period, noted by a jingle, after which Mario becomes normal again.
Ice Mario: using a blue flower, Mario becomes icy, able to walk on water, freezing it, freeze sprays creating platforms, and skate on ice, shaking the remote, with a suspicious grace for a chubby plumber. Like Fire Mario, it lasts for several seconds, timed with a jingle, after which Mario returns to normal.
Invincibility Star: a classic. With this multicolored star, Mario becomes invincible and faster for a short period, noted by music. Plus, Mario looks wonderful with a multicolored appearance.
Flying Mario: unlockable almost at the end of the game, and used only in one level and the Comet Observatory, this costume is definitely the game's most beautiful. Obtaining a red star, Mario's work suit turns red and black, and it enables one of the game's most beautiful actions: flying. Yes, exactly: by jumping and spinning, Mario spreads his arms and flies, accompanied by spectacular music, ending the transformation, which nevertheless lasts a very long time. The ease of control is almost embarrassing compared to Super Mario 64's Wing Cap: simply move the stick to make Mario rise, turn, or glide.
Additionally, there are two other Power-Ups: one being a mushroom that doubles Mario's HP, from 3 to 6, and another is the classic 1-Up Mushroom, which adds a life to the plumber.
Technical Section
Here, the great N truly surpassed itself. The Wii, as we all know, does not have hardware capabilities equal to its direct competitors, so there's suspicion they have performed some sort of dark magic. The graphics are wonderful, extremely detailed, so much so that you will lose yourself in admiring all of Nintendo's wonderful, small classy touches, like the butterfly fluttering among the flowers or the water reflections. Moreover, as with any respectable Mario game, each level is an explosion of colors, always appropriate to the environment: hence, there are dark colors in levels like Ghostly Galaxy or Deep Dark Galaxy, while vivid and cheerful colors in levels like Sea Slide Galaxy or Freezeflame Galaxy.
The sound department, on the other hand, is splendid, so much so that a CD of the soundtrack was released. Shigeru Miyamoto decided to go big: he hired an entire orchestra (the Super Mario Galaxy Orchestra) to orchestrate his beautiful music, ranging from the cheerful tune of the "Beach Bowl Galaxy" to the powerful and terrifying music of the levels with Bowser confrontations. Additionally, there are remakes of old tunes, like the immortal theme of Super Mario Bros., or some tunes taken from Super Mario 64; all reworked by a full orchestra. The music where Koji Kondo (the composer) surpassed himself is the Comet Observatory; this music, inspired by "The Blue Danube," has 170 BPM, the same rhythm as when Mario runs (obviously, I didn't discover this on my own). Amazing, isn't it?
Conclusion
After five years, the main Super Mario series finally returns to the market.
The game borders on perfection, in every aspect, from graphics to playability, and has truly touching moments – sure, as much as a video game can be. A mandatory purchase for every Wii owner, capable of exciting and attracting everyone, from novice to veteran, even those who hate platformers will be fascinated by it.
The best game ever.Until the next Super Mario.
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